Meguca Micro Empire Quest (PMMM)

What should I do regarding a change in system?

  • Notgreat's proposed simplification of hunting, leave rest intact.

    Votes: 5 55.6%
  • Chapter system vastly simplifying everything.

    Votes: 4 44.4%

  • Total voters
    9
  • Poll closed .
I am also still for scouting. I like scouting in general. Knowledge is power!
 
Actually I'm still voting for scouting, and I think Crow is too. Otherwise our plan is the same. Not sure if anyone else voted.
I thought you had changed based on these lines:
@Crow You voted for my plan, what do you think? Should we change from scouting to job hunting? A vet gets +10% for job hunting, and as summer is starting we get a 50% chance to start with instead of the typical 25%.
It may be a good idea to get more income in case the business plan goes awry, more money is always good after all.
 
I was thinking about it, but decided against making the change once the additive nature of the bonuses was confirmed, as that meant we needed more vets hunting, and would not have the 2 vets free for other potential actions. But if it's too late, that's fine, we can go with what you already rolled and wrote up.
 
I generally like italian but that name is......
Ah damnit! cant we just keep on going without a name and let people figure something out? im no good at naming thing.....
at least we are not calling ourselves "Nazione di Tiro"
 
Ah damnit! cant we just keep on going without a name and let people figure something out? im no good at naming thing.....
We can, it's not really that important, I just figured the 1 year mark was a good time to declare a name.

I was thinking about it, but decided against making the change once the additive nature of the bonuses was confirmed, as that meant we needed more vets hunting, and would not have the 2 vets free for other potential actions. But if it's too late, that's fine, we can go with what you already rolled and wrote up.
I'm a bit weird and roll the dice significantly before I actually write it, since sometimes I want to consider how to play things out. So this is no real problem.
 
Don't forget that we can have just a few distributed hunters.

Edit: sorry, I realized I wasn't very clear. We should take the job hunting action and the excuse of possibly needing an additional person next turn does not make sense since if we want to we can place a couple into distributed hunting, freeing up one or two veterans for use in actions at a relatively small cost in terms of average casualty rate.

We don't need to switch everyone over into distributed hunting at the same time-we can do a gradual transition which will slowly increase our hunting efficiency while at the same time only slightly increasing our casualty rate (perhaps into making it roughly equivalent to the turn before)
 
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Turn 13
Turn 13

It's kind of hard to believe a full year has gone by. You've had your deaths along the way, but most of your original group are still alive. Half of new magical girls don't last two months. Based on everything you've seen and heard in your time as a magical girl, only around one or two of your original twenty should have lived this long. Instead there are seventeen of them left. They are veterans to the last, and much more confident than they were back then. You don't dwell too much on those you failed, but on those you saved. With that in mind you put together a party for everyone this month, to celebrate a year of success, and how far you've come.

The party doesn't end up being very extravagant. But it doesn't need to be. You bake a lot of cake and take all the girls out to a park. You speak of the past and how far you've come. The risks you've all faced together. The ones you lost; the ones you gained. The safety to just sit around and watch TV sometimes. Having people that care and know what it's like. They can have lives now beyond just fighting, and the risk to life is far lower even when they're fighting. You try not to be too somber or serious, and try to prompt people into sharing their own stories. The near misses, the times they've saved each other, the times they've fought. There's a sense of comradery that you wouldn't trade for anything. You suggest the idea of naming your group, and tell them to think about it during the party before you stop speaking to let them mingle more.

Despite your relatively serious beginning people are generally upbeat. There's tears when they think of the lost, but also laughter and smiles. A year of life risking combat has bound them together more tightly than anything else ever could. You've lead them through it all to now and things have gradually gotten better. You wander about complimenting them individually for their efforts that make it all possible, and distribute their allowance for the month.. (-$1350)

The most recent girls to join your group are largely found along the edges, not fitting in very well but you drag them into the center. You need them to know that they made the right choice and introduce them to everyone. It seems like by the end of the party everyone is feeling just a bit better.

You decide as the party winds down to end it with news that you're going to start a new business and that things are only going to get better from here on. You also announce the name. Though it seems like surprisingly few people were interested in naming the group. Given that lack of concern by the group you decide you'll call it Serenissima Imperium Magicum Puella given your love for Italian. Though you do wonder if SIMP or the Serene will come to predominate as the typical usage, given that's way too much of a mouthful for standard use.

This month you set out to start up your own courier business so that you can earn more money for your group and be more able to rotate people through it to cut down on the separation between your workers and your general population. You have some dreams of a large business someday that could provide for all of your girls a much better life, but those are distant. To start with you give Kyuubey the cubes he asked for in exchange for setting up the necessary records, and you begin paying out the money to establish a website, buy bicycles, and do the necessary advertising. You have Haruka, Hainako, and Akeno quit their jobs and try to convince their regular clients to bring their business over to their new startup. They're moderately successful at this and it undoubtedly helps a lot to have some initial customers. There's no real need for a physical storefront with point to point courier business, but you spend a lot of time convincing possible customers that your service is in their interest. (-$10,000, -3 grief cubes, +10 bicycles)

Kyuubey comes through with the paperwork in short order to fully legitimize your business with the necessary licenses, insurance, tax information and otherwise. With that and the website up and running connecting to the various couriers smart phones you can get the business running.

For the most part this month the only customers are the ones that the original couriers managed to bring over with them, though Mami begins making inroads with other possible customers. She's rather good at playing the role of competent adult woman, given she's taken on so much responsibility for a year now she comes off as more mature than many adults do. Even in a male driven environment no one questions her. It will take a little while for the business to get up to full strength, but it seems to be off the ground now. (+$3000)

Your scout to the northeast finds a pair of greens scraping out just enough grief cubes to get by from an area only capable of providing two grief cubes sustainably. Recruiting them should be relatively simple given how pressed they are, though there won't be much benefit in it for you. The area is also fairly rural and you doubt you could extract grief cubes quite as efficiently from it. (+35% diplomacy bonus to area 6)

You provide some relief to your dispatcher unit this month in the form of an extra girl and bikes you got as part of your setup for the courier business. With that they have a much easier time patrolling your territory and express their relief. It seems to have helped some as the hunt this month goes spectacularly well with your girls destroying demons with great speed. None of them even come close to being injured. (+34 grief cubes)

There weren't any grief spirals again this month, though there was a fairly close call that didn't quite go out of control.

________________________________________________________________________________________

Resources

  • 4 Green Meguca, 22 Veteran Meguca, 1 Elite Meguca (Mami +10% persuasive)
    • Upkeep: 10 Veteran, 4 Green (Training maintenance shifted again due to population shifts)
      • 1 vet demon finding training (+20% grief cubes)
      • 1 vet on pack tactics (-4% pack hunting)
      • 3 vets Dispatch service (+30% grief cubes, -1% hunting casualties)
      • 1 veterans and 2 greens working jobs (+$3200)
      • 4 veteran + 2 green working courier business (Minimum 3 vets)
  • Grief Cubes 31
  • Money: $5,450
    • $400 upkeep on cellphones (-2% solo hunting)
    • $200 upkeep on cable
    • $3000 upkeep on apartments
  • Morale: [Medium] Morale surged quite a bit this month, driven upwards by the lack of injuries or death, the celebration of a year's passage, and the start of a new business venture. You're reaching the point where they feel like normal girls, it might be difficult to raise morale much higher.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths.
    • Shields: -3% Casualties
    • Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
    • Basic Solo Combat Training: -1% Pack Hunting, -3% Solo Hunting (May decay with losses or recruitment).
    • Cramped Apartments (max capacity)
    • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
    • Small Courier Business (1/2 startup, provides +$6000 next turn)
  • Territory
    • Demon Status: Strong +11
    • Sustainable Harvest: 35


Turn 14 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.

[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable

[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 50% per Meguca (since it's summer again), following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

[] Improve Housing: House: Instead of a dinky apartment you could pool your resources for a small house, giving everyone a bit more room. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.

[] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $100 per Meguca; Reward: Increased morale. Chance of success: 100%

[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount; Reward: More mobility

[] Makeshift skateboards: It also occurs to you that you could probably get by with just whipping up some basic skateboards by hand. It would save a lot of money but cost a little labor, it's also not something anyone has experience with doing, so success is chancy.
Cost: $1000, 2 Meguca; Chance of success 50% (only part of monetary cost lost on failure); Reward: Makeshift skateboards for everyone, more mobility

[] Start your own business, restaurant: Starting a restaurant is a fairly complex proposition. You can get a family rate loan to get the startup capital but it will still be tough going breaking into the market, most restaurants do fail afterall. You at least have the advantage that you count labor costs as a profit to your group though. Smoothing out the paperwork will also be a bit more costly with Kyuubey. You'll have to deal with a tougher market and one you don't have experience in, but the potential market size is much larger if you manage to do well.
Cost: $500k debt, 4 grief cubes, 2 Veteran +4 Meguca; Reward: Income scaling up over initial 3 month startup period to 10k a month after loan payment; potential to increase size of operation. Chance of Success: 60%

[] Start your own business, healing: Specify methodology.
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran

Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects

[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. This will include buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[] Enchanting, Duration: Your budding researchers picked up a sort of effect similar to layered insulation holding in heat longer. They would like more resources to investigate this. They might be able to make enchantments last longer after a magical girl lets go of them this way, though they don't have much immediate idea as to the usefulness of that.
Cost:2 months of: 2 Veteran Meguca, 2 Grief Cube, $1000; Reward: Step towards long term enchantments.

[] Morale assessment: Mami has gotten a lot better at feeling the mood of her subordinates over the past year and suspects she could codify it quite a bit better now.
Cost: Mami; Reward: Morale indicator refined to a 1-10 numeric from it's current 3 stage indicator. Chance of Success: 80%

[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons

[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories.
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)

-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance

-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.

[] Recruitment, via Kyuubey: Ask Kyuubey to tell other Magical Girls in the area about you. He'll want something in return though, and he makes no promises of the efficacy.
Cost: 2 grief cubes; Reward: 1-3 girls; Chance of success: 50%
________________________________________________________________________________________

I got distracted and didn't get this up yesterday like I wanted. Someday Keiko will fall, and then you're all doomed from the karmic backlash.

Anyways I thought about doing a random event, but decided this update seemed fairly good without it, quite a bit happened anyways. I might start them next turn or I might just save the table for when not much happens.

You're reaching the point of diminishing returns on morale. Since you're getting to the point where they feel about as happy with their lives as normal girls do. At which point it becomes much harder to improve upon. You know how the MSY provided every girl with an upper class extravagant lifestyle for them and their families? That would be like 80-90 on morale in this quest.
 
Another nice turn. Keiko must be importing kittens to torture.

Figures that morale is going to be very hard to raise. I think we've reached a plateau on a lot status. We need to build up cash, so we can expand again. At this point money is going to start becoming more important. I really would love to grab those girls next turn... can we stuff them in Mami's apartment temporarily? Be nice if we could send the extra greens out to get jobs. That seems the likely route we will take now. Vets do most of the hunting, and greens work normal jobs.

Surprisingly we harvested 3 more grief cubes then expected. While that is useful, we have the problem that demon strength did not drop because of it. I figure next turn we basically have two options:

Keep Mami on the courier job in the hopes her bonus continues to help out (thus Mami replace one of the vets in our upkeep), send 11 vets to hunt (approx 31 grief cubes) and 2 vets to research. Or we assign Mami to do the Morale detector, only have 10 vets hunt (approx 28 grief cubes) and set 2 vets to research.

Right now leaning towards the second so that demon strength continues to drop. I figure we oscillate between 10 and 11 vets hunting depending on where our grief cube stockpile is.

[X] Upkeep (10 Vets, 4 Greens)

[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely. 10 Vets assigned (expected harvest of 28 grief cubes).
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[X] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. This will include buying some simple tools to test more properties.
Cost:2 months of: 2 Veteran Meguca, 1 Grief Cube, $1000; Reward: Information on deeper effects of enchanting.

[X] Morale assessment: Mami has gotten a lot better at feeling the mood of her subordinates over the past year and suspects she could codify it quite a bit better now.
Cost: Mami; Reward: Morale indicator refined to a 1-10 numeric from it's current 3 stage indicator. Chance of Success: 80%
 
Elder Haman wrote the same turn plan I was writing. So I'll just vote for it.

I recommend we swap between research and growing in size. So we research for the next two turns, and then we scout/diplomacy/re-assign new puella. Then go back to Researching again for a few turns...

[X] Elder Haman
 
Another nice turn. Keiko must be importing kittens to torture.
As I said yesterday, average roll 70.8 :facepalm: I don't even...

I really would love to grab those girls next turn... can we stuff them in Mami's apartment temporarily?
Nope, you're already at 27/25, and that was just a gimme because I figured Mami's could count for an extra 3. So 27/28. Mami's apartment is a lot more upscale than what the rest have.

Keep Mami on the courier job in the hopes her bonus continues to help out (thus Mami replace one of the vets in our upkeep)
You can do this, I was tempted to note it, but I wasn't sure on my notation in the resources section.

Surprisingly we harvested 3 more grief cubes then expected. While that is useful, we have the problem that demon strength did not drop because of it.
Rolls above 90 give a small bonus. Your rolls were outrageous.
 
Can we get some numbers on what getting a small loan would be like? I'm thinking we should just ask for 15k or so and continue expanding.
 
[X] Elder Haman

cause it seems logical. although i would suggest that we start research on Enchanting, Duration next turn as well.

PS. Inverted_helix, would it be an idea to put the research options in a seperate spoiler? for easier reading?
 
Elder Haman. Awesome vote but if we keep expanding should we think about housing soon cuz we are running out of room for everyone.
 
Can we get some numbers on what getting a small loan would be like? I'm thinking we should just ask for 15k or so and continue expanding.
Given you currently don't have anything for collateral it would be a rather terrible interest rate, you're basically looking at a credit card in terms of debt. Maybe 15k limit with a 20% annual rate. You would have gotten a good deal with the business loan because that's with the business as collateral.
 
I was more looking at improve housing so we go from 25 to 40. This one

[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)
 
I was more looking at improve housing so we go from 25 to 40. This one

[] Improve Housing: More Apartments: Currently the girls are packed in around 5 to an apartment. You could get some more apartments and reduce the crowding.
Cost: $6,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased from 25 to 40), ongoing cost +3000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)

The problem is we don't have the money right now. Everyone wants more housing. We just have to wait until our business has fully expanded and we save up some more money.

I think most of us are more interested in a house then more apartments though.
 
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Given you currently don't have anything for collateral it would be a rather terrible interest rate, you're basically looking at a credit card in terms of debt. Maybe 15k limit with a 20% annual rate. You would have gotten a good deal with the business loan because that's with the business as collateral.
Hmm. That's $250/month if we go for the full 15k limit.
Does the business still have a chance of failing or is it smooth sailing from here on out (barring random events)?

We really don't need the precision morale meter, do we? What good does it do?
I'm thinking that we should take over territory #2 through hostile actions. I chose #2 over #1 because #2 seemed to have only one opposing MG whereas the other one we have no information and they're apparently quite good at stealth. Usually if someone is going to deliver a beatdown and they have allies, it'll happen with everyone is together. As such it seems likely that this territory only has 1 MG, maybe 2. Also it's slightly more rural, further increasing the chances of a low number of opposing MGs.

If you don't want to do this, I'd like to note that putting Mami on dispersed hunting has only a 3% chance of failure and gives us 6 cubes (equivalent to 2 pack hunting veterans) which could prove useful. Unless you really want that precision morale meter, this is a very good choice to consider.

[X] Upkeep (10 Vets, 4 Greens)

[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely. 10 Vets assigned (expected harvest of 28 grief cubes).
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%

[X] Expand territory #2, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons
-[X] 1 Mami+2 Veterans

Here's the table assuming we send Mami+X veterans and the territory itself holds Y veterans
Interestingly enough against 1 opponent it's actually better to bring less people...
Code:
M+1 vs 1: 96.4 - 3.2 | 0.3
M+2 vs 1: 95.5 - 4.2 | 0.3
M+3 vs 1: 95.1 - 4.7 | 0.2
 
M+1 vs 2: 73.8 - 25.4 | 0.8
M+2 vs 2: 80.0 - 19.7 | 0.3
M+3 vs 2: 82.4 - 15.3 | 2.3
 
M+1 vs 3: 52.8 - 46.8 | 0.4
M+2 vs 3: 58.9 - 23.7 | 17.4
M+3 vs 3: 64.9 - 18.7 | 16.4
This nicely works out even if the territory holds 2 girls. In the unlikely chance that it holds 3 girls we still have a >50% chance. Still, I really doubt it can support 3 people since it's relatively rural and we have had no indication that it has more than 1.
 
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Does the business still have a chance of failing or is it smooth sailing from here on out (barring random events)?
It will have some variability, but failing entirely is not going to just randomly happen.

Hmm. That's $250/month if we go for the full 15k limit.
This would pay 0 on the principle. Typically credit cards require you to pay interest +1% of balance each month, so $400/month. (Though I pity the person that is paying 1% balance on their credit cards as they'll be in debt forever.)
If you don't want to do this, I'd like to note that putting Mami on dispersed hunting has only a 3% chance of failure and gives us 6 cubes (equivalent to 3 pack hunting veterans) which could prove useful.
Pack hunting veteran = 1.25*1.5*1.5 = 2.81, Solo Mami = 2*2*1.5 = 6. That seems a lot closer to 2 than 3 to me.
 
It's probably best if we focus on taking one city at a time. Since we're running into problems to the city to the south, I think it might be better to focus on Kasamino, particularly since we can probably very easily expand into area 6. Also, remember that none of our girls have done any Magica vs Magica combat since we've formed SIMP (hehehe), and I think selecting a clearly offensive action, before we even try diplomacy in the area, will impact morale negatively. So for these reasons I'm going to go with the more conservative...

[X] Elder Haman
 
Is there a list of named characters for those who want to write omakes? I didn't take extensive notes but the puella I noted are:

Chihoko: grief spiraled after little brother died (DEAD)
Keiko: spider silk chopped off her head or something (DEAD)
Yui: witnessed a five war car pileup (saved)
Shinobu: didn't hand in homework (saved)
Yuma: 9 year old, built the shrine - drank gallons of coffee, nearly spiraled from nameless dread (saved)
Akeno: Courier (crashed, known to be a bit of a speed demon)
Hainako: Courier (crashed, unlucky (?))
Haruka: Courier (comments that Hainako is unlucky)
Reiko: saw a man get shot (Saved)
Rich Pair from outside (names?)
Depressed Veteran from NW (name?)

Also, could we get bonuses from writing omakes? I am way too invested in pretend magical girls who have almost zero characterization helping each other survive it is ridiculous. =3=;
 
Is there a list of named characters for those who want to write omakes? I didn't take extensive notes but the puella I noted are:
Hah since you're interested, so far my notes (on living characters):
Keiko -- Totally not the same one that died, you apparently had two. Secretly sacrificing kittens to maintain your good luck. (Originally a joke, not so sure given your outrageous luck) One of your original vets.
Taura Nakao (Telepath) (original vet)
Sakamae Ohta (original vet)
Shioko Okino (Had averted spiral month 2)
Kit Toyoda (Maid cafe waitress, clairvoyant)
Hainako Konda (Courier that crashes a lot, may or may not be cursed, universal translator)
Akeno Yamauchi (Fastest! Has not actually crashed)
Haruka (Courier, thinks Hainako cursed, Healer)
Kaoru Gima
Yuma (Youngest of group at 9, Healer)
Kaori (second youngest at 11)
Yui (Barrier user)
Shinobu (Teleporter)
Aiko (Barrier user)
Katsuko Uehara
Sayaka (Healer)
Sora (Stealth, still Green, recruited T6 by Kyuubey)
Aisa and Kina Ogawa (Two new greens that may or may not be sisters depending on perspective. Moderately rich family, currently working in their father's company's mailroom.)
Taya (Vet that was depressed when you recruiter her, seems better these days)

Please note this list is not all inclusive and only has very limited mechanical impact.

Keiko: spider silk chopped off her head or something (DEAD)
Also oh crap. We've been joking about Keiko this whole time as the source of good luck on rolls and apparently she's been dead... I'm just going to rule you have a second person with the name. That's not implausible at all, totally didn't forget she died before. :oops:

Also, could we get bonuses from writing omakes? I am way too invested in pretend magical girls who have almost zero characterization helping each other survive it is ridiculous. =3=;
I'm not the best writer so I gave myself a mechanical base framework and then just built around it. I fully intended not to give too much characterization because the mechanics were designed with horrible casualties in mind and I didn't want to get too attached either. (Averted by filthy Madokami intervened dice rolls.) Plus as the size of the group scales that level of characterization would become infeasible.

I'll definitely give some sort of bonus because omakes are awesome, I'll have to think about what sort though. Since I don't want it to unbalance things too much but I do want to encourage them.
 
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I'll definitely give some sort of bonus because omakes are awesome, I'll have to think about what sort though. Since I don't want it to unbalance things too much but I do want to encourage them.

Our dice rolls have already unbalanced everything too much. Like you could make Omakes = Auto Successes and that'd be just about equal to our current dice roll results!

More seriously I think +10 - +20 % chance of success depending on quality of Omake to the related issues the Omake is talking about. (For Morale +1-3?) and (Monsters -1) depending on what the Omake is about.
 
This would pay 0 on the principle. Typically credit cards require you to pay interest +1% of balance each month, so $400/month. (Though I pity the person that is paying 1% balance on their credit cards as they'll be in debt forever.)
I should've specified: we'd be paying an extra $250/month. So if we wanted to get 15k 4 months early we'd have to pay an extra $1,000 (though it's actually less since we pay less interest over time)
Obviously we'd want to pay off our debts ASAP, since $250/month is a significant loss for no real benefit.
Pack hunting veteran = 1.25*1.5*1.5 = 2.81, Solo Mami = 2*2*1.5 = 6. That seems a lot closer to 2 than 3 to me.
Whoops, fix'd. No idea how I messed that up. Probably just saw the 2.81 and rounded it to 2 because I can maths good. Still, swapping 2 veterans for 1 Elite is a pretty good deal.
It's probably best if we focus on taking one city at a time. Since we're running into problems to the city to the south, I think it might be better to focus on Kasamino, particularly since we can probably very easily expand into area 6. Also, remember that none of our girls have done any Magica vs Magica combat since we've formed SIMP (hehehe), and I think selecting a clearly offensive action, before we even try diplomacy in the area, will impact morale negatively. So for these reasons I'm going to go with the more conservative...
Note that they've fairly explicitly made it clear that they don't like us. As indicated by the -10%.
And why should we focus on taking one city at a time? We want as large of a territory as possible. If we do everything through diplomacy we gain members about as fast as we gain territory (which is very useful) but since we don't have space for any more members... (not to mention the -10% is pretty harsh of a modifier)

Alternatively, I'd be open to doing a bunch of scouting actions this turn with the intent of next turn getting a loan and doing diplomacy on everyone. We can pay it off in ~4 months and can be constantly expanding the whole time. This would let us remain as the peaceful people we like to think we are, though it comes at a significant cost (we have to take the loan/it costs a lot of money,we don't gain territory as fast and thus can't free up 35% of our workforce, etc)
 
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