We really need to fast track veterans if we're going to stave off the grief spirals and the morale impact of losing girls every month. The boost to resource gathering and the reduction in fatality lets them actually become friends and bond rather than look at another newbie who's probably dead in three months.
Mami begins the month with giving out their allowance again and telling them that by the end of the month they should have a decent place to live. (-$1000)
She assigns some of the veterans to use their illusion magics to disguise themselves as adults and try to find a few cheap apartments for the girls to live in. They spend much of the month apartment hunting in various guises trying to find enough places cheap enough to house the group. Given their small budget compared to the group's size it's a pleasant surprise that they manage to get four run down apartments in the same building, likely only so cheaply due to the owner struggling to fill such a place. It's not much, but it's a start, and a very symbolic thing to have the girls all in the same building. (-$6000, Morale gain starts next turn)
You maintain the dispatch service with your dispatchers beginning to develop shorthand for directing the girls and rapidfire communications. There's a surprising sense of being part of something developing from having a dispatcher directing their movements about the city.
This month the hunting proves a little more dangerous however, the demons are a little stronger than the previous month and two of your Meguca are injured in one of the harsher battles. They manage to safely disengage covered by their fellows and are healed back to strength quickly enough not to reduce your income much. The injuries rattle the group as a whole though, the effect of seeing your friends be hurt in person magnifying it. The veteran and one of the more promising greens managed to pull in some extra demons and make up the grief cubes lost by their short down time for the most part. (+17 Grief Cubes)
The group that is maintaining their part time jobs is doing as well as ever. Keeping a job is significantly easier than getting one, especially when they do such good jobs at it. They are quite satisfied with being in reasonable non-dangerous professions, and contributing their pay to the pot in exchange for getting their necessary grief cubes without combat is quite motivating in keeping them. (+$4600)
Mami takes two of the younger girls around outside their territory to try and recruit a few more girls to join their group. They run into a few different girls but struggle to convince them to join. Magical girls are naturally a rather skittish and territorial lot and just contacting them without fighting takes arranging a meeting through Kyuubey as an intermediary. They meet with several girls in multiple meetings over the months to try to convince them but only barely manage to persuade two towards the end of the month when they have safe housing to sweeten the deal with. (+2 Green Meguca)
Only two girls began grief spiraling this month and both were saved with proper application of extra grief cubes. Mami isn't even sure what prompted the rather shallow grief spiral from Shioko, who she just gave rather generic platitudes to while administering a grief cube and she came out of it rather easily. The other was a significantly more serious case, apparently one of the younger girls who had been shook up by seeing the injuries in this month's hunting. With a couple of grief cubes and words about how those girls survived and how much everyone relies on each other she was able to pull her out of it. (-3 Grief Cubes)
16 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
1 Meguca upkeep on demon finding training (+20% grief cubes)
2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
Grief Cubes 18
Money: $5750
$400 upkeep on cellphones (-2% solo hunting)
$3000 upkeep on apartments
Morale: [Low] Having a place they can call their own has boosted morale significantly, though it's still not particularly good. The skeleton of a shared group mindset is beginning to take shape.
Turn 2 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
[] 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, because it is summer vacation, 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. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
[] Build a shrine to honor the dead: Honoring the dead and praying for their protection and guidance is traditional. Building a shrine to honor your own dead members will help mitigate the damage to morale from deaths a small amount.
Cost: 1 Meguca, $200; Reward: Shrine to the dead, slightly reduces morale penalty from deaths.
[] Improve Housing: Small 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: $10,000 and 3 Veteran Meguca; Reward Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
[] Purchase steel shields: for those that can afford to carry them they will provide an extra bit of protection with the inherent strengthening that the transformation provides.
Cost: $1500; Reward: -2% Hunting Casualty rate
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn.
Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate. (Forgot to mention that this is a recurring action, not permanent, though it should make sense logically that it keeps taking the Meguca to do it.)
[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting
[] Training, General Combat: While the Magical Girls recruited all have a certain natural combat skill instilled as part of being a magical girl, there is still a lot they have to learn. Practice can help prevent mistakes that would be lethal in the field.
Cost: 2 Meguca; Reward: -2% casualty rate on all Hunting actions
[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate
[]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.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including 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/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:2 months of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.
[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)
________________________________________________________________________________________
Took me a long time on this one because your rolls on recruitment were pretty troublesome. 1, 3, and 7 short of the DC respectively. Felt really bad about such minor failures, but figured I might as well give you 2 bare successes.
I'd still like more ideas for actions too. Added the shrine one.
We really need to fast track veterans if we're going to stave off the grief spirals and the morale impact of losing girls every month. The boost to resource gathering and the reduction in fatality lets them actually become friends and bond rather than look at another newbie who's probably dead in three months.
I'd like to note that Veterans aren't actually protected from grief spirals you know. They're significantly less prone to injury or death by hunting actions, but they can still grief spiral. You just have less of them right now so they aren't as likely to be picked for spirals by simple statistics. The fluff about the grief spirals is pretty much me coming up with random things that might cause depression.
Question, can we recruit more than one Puella per Puella recruiting? I mean Mami managed to get 20 Other Puella's to start this thing off...
Or at least Mami can get multiple Puella's for being put on the action while normal Puella's get just one.
Question, can we recruit more than one Puella per Puella recruiting? I mean Mami managed to get 20 Other Puella's to start this thing off...
Or at least Mami can get multiple Puella's for being put on the action while normal Puella's get just one.
She had some special circumstances going for her there, and she basically recruited all the ones in the area that would be easy to get to join, and the veterans were all people she was acquainted with beforehand.
She drained her pool of likely candidates and now has to go out of her way. Recruiting further is significantly more difficult, the success rate is variable but pretty bad in general.
[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.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[X] 8 Green Meguca, 3 Veteran Meguca
[X] 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, because it is summer vacation, 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. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
[X] Build a shrine to honor the dead: Honoring the dead and praying for their protection and guidance is traditional. Building a shrine to honor your own dead members will help mitigate the damage to morale from deaths a small amount.
Cost: 1 Meguca, $200; Reward: Shrine to the dead, slightly reduces morale penalty from deaths.
[X] Purchase steel shields: for those that can afford to carry them they will provide an extra bit of protection with the inherent strengthening that the transformation provides.
Cost: $1500; Reward: -2% Hunting Casualty rate
[X] Continue Meguca Upkeep for Dispatch/Demon Finding
[X] Training, General Combat: While the Magical Girls recruited all have a certain natural combat skill instilled as part of being a magical girl, there is still a lot they have to learn. Practice can help prevent mistakes that would be lethal in the field.
Cost: 2 Meguca; Reward: -2% casualty rate on all Hunting actions
[X] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)
-[X] Mami
Costs
-1700$ + -3400$ upkeep this turn
-22 Grief Cubes
Projected Gains
+4800$
+15~ Grief Cubes
+0-1 Meguca
-4% Hunting Causality Rate
+General Combat Training
+Shrine
+Continued -% causality rate, and +Grief Cube % Up
+Steel Shields (which can hopefully be further improved upon later when we advance along the Enhancement Path)
Plan Goal: Reduce chance of injuries taken in hunting to 5% or so~ along with adding a Shrine and Steel Shields which hopefully can be upgraded in the future. We also continue our Dispatch/Demon finding which is apparently helping everyone feel like a team. Next Turn will have all other Meguca's besides the 7 maintaining our Dispatch/Demon and Cash income. So it'd be 15-16~ PM's hunting next turn to start recovering GC's.
Because we're getting kinda low on GC's, the next goal is increasing our GC harvesting rate.
Thinking next two turns (after this one) to work on the Secondary Enchantment effects, and have 13-14 PM's hunt and hope to unlock something to really boost GC gain.
Agreed. We need more of a margin of safety on our Grief Cube reserves.
Still, good rolls and results all around all things considered, except recruitment. But I figure we ought to improve on the survivability and living conditions of the Meguca we have first before adding more. Thank goodness for the ones that have jobs to enable our improvements.
@inverted_helix Is Kyubey willing to share any info on the possibility of chemically treating magical girls? Do their lich body's react to drugs? Could a regime of anti-depressants help prevent grief spirals? What about straight up opium as a treatment for an in-progress spiral? Knock-out drugs that forcibly prevent the girl from feeling it for a while?
@inverted_helix Is Kyubey willing to share any info on the possibility of chemically treating magical girls? Do their lich body's react to drugs? Could a regime of anti-depressants help prevent grief spirals? What about straight up opium as a treatment for an in-progress spiral? Knock-out drugs that forcibly prevent the girl from feeling it for a while?
Can I just head this off with a few points?
1 - Drugs usually have nasty side-effects, and take careful tweaking. We are not a pharmacist, and this course of action is more likely to kill girls than it is to help them.
2 - We are not peddling drugs to pre-teens.
3 - Those things are expensive. Very much so. Legitimate medication requires extensive paper trails, and spoofing those would take an impressive amount of time. Illegitimate 'medication', besides the moral implications, is not cheap.
I don't feel like pulling up that South Park image again. I've used it at least twice in less than half a year already.
Knocking out girls mid grief spiral doesn't really help. Plenty of magical girls have thought about it before and some have tried it through various means that Mami has heard of. It doesn't tend to work well. It doesn't do more than slow it down somewhat. They can die of it even while unconscious.
Well I wouldn't have listed them if it wasn't theoretically possible. Just not anytime soon. It's basically meant for when you're much further along in building up. It's meant for the total combat monsters like time stop shenanigans Homura that are basically immune to death by normal combat. Mami could gain more traits though as a reward for more minor things.
I'd like to note that Veterans aren't actually protected from grief spirals you know. They're significantly less prone to injury or death by hunting actions, but they can still grief spiral. You just have less of them right now so they aren't as likely to be picked for spirals by simple statistics. The fluff about the grief spirals is pretty much me coming up with random things that might cause depression.
Aren't they less likely to spark off a grief spiral from death and injury, as well as farming more grief cubes per girl so we can afford to be generous with preventing spirals? It's a matter of economics that veterans provide more cubes, and thus reduce the grief spiral to meguca ratio.
Aren't they less likely to spark off a grief spiral from death and injury, as well as farming more grief cubes per girl so we can afford to be generous with preventing spirals? It's a matter of economics that veterans provide more cubes, and thus reduce the grief spiral to meguca ratio.
Everyone has bad days. For Meguca, those can be lethal. All it takes is a loved friend coming down with HIV, or a rejected love confession, or your adopted cat getting hit by a car...
I'd bet Veterans can recover from spirals a little more easily, but I doubt it'll be very noticeable. They are still human, after all.
No, again, not that they experience less spirals or even recover better, but they spark off fewer spirals from death and injury, and most importantly, give more grief cubes over their subsistence level, which means more spirals averted.
Simple math. Every additional cube brought in by using a more experienced meguca means there's more to go around when someone flips out.
No, again, not that they experience less spirals or even recover better, but they spark off fewer spirals from death and injury, and most importantly, give more grief cubes over their subsistence level, which means more spirals averted.
Simple math. Every additional cube brought in by using a more experienced meguca means there's more to go around when someone flips out.
Ah. Well, in terms of actually receiving grievous injuries, yeah, veterans have it better.
Dealing with comrades getting bisected? If you're used to it, you have a problem. On some level, it'll always affect you. Hopefully. Some of that deadens, some doesn't. And it gets worse the more you care. Humans are humans, so I'd give them negligible benefit in this area, personally. That's something Helix and I didn't get to talking about, actually, so I could be entirely off-base.
In terms of balanced income, veterans give superior returns, by a fraction, but they can't overcome the sheer number disparity of five vets hunting for fifteen other girls, for example. So yes, they're better, but you need newbies, too.
Ah. Well, in terms of actually receiving grievous injuries, yeah, veterans have it better.
Dealing with comrades getting bisected? If you're used to it, you have a problem. On some level, it'll always affect you. Hopefully. Some of that deadens, some doesn't. And it gets worse the more you care. Humans are humans, so I'd give them negligible benefit in this area, personally. That's something Helix and I didn't get to talking about, actually, so I could be entirely off-base.
With a full hunting group of veterans the idea is that they don't generally speaking, need to deal with comrades getting bisected though. It happens, but it happens a lot less, so a lot of drama gets averted.
In terms of balanced income, veterans give superior returns, by a fraction, but they can't overcome the sheer number disparity of five vets hunting for fifteen other girls, for example. So yes, they're better, but you need newbies, too.
I'm saying get enough veterans that newbies are in the minority, and mainly used for cash making or training purposes. It's much more economical, because every single girl added increases financial and grief cube upkeep, not to mention more cubes needed to avert spirals. So it's more efficient to level up existing girls to veterans over recruiting new girls, and to keep recruitment low so we always have a good buffer of resources.
No, again, not that they experience less spirals or even recover better, but they spark off fewer spirals from death and injury, and most importantly, give more grief cubes over their subsistence level, which means more spirals averted.
Simple math. Every additional cube brought in by using a more experienced meguca means there's more to go around when someone flips out.
In a sense this is true. There are going to be somewhat less spirals without the morale effects of death and injury from combat. It's not that big of a factor though. You haven't really had enough hunting injuries to make much of a difference and death is pretty rare when you're working together.
More grief cubes over subsistence level does mean you can avert more spirals though I suppose. Though rather inefficiently.
You all are actually doing significantly better than my previous spreadsheet calculations on averages suggested you would. I blame your rolls being too good.
Hah, my plans are a bit more mundane than that. I'm not one of the really good authors to plan something like that.
Interestingly I was going to have Kyouko and Yuma be people you could recruit if you went to Kasamino, but Yuma's name came up anyways. Kyouko would likely qualify for Elite and take special recruitment attempts.
In a sense this is true. There are going to be somewhat less spirals without the morale effects of death and injury from combat. It's not that big of a factor though. You haven't really had enough hunting injuries to make much of a difference and death is pretty rare when you're working together.
More grief cubes over subsistence level does mean you can avert more spirals though I suppose. Though rather inefficiently.
I too am uncertain about additional recruiting at this point in time. I would prefer to raise a veteran, yet I find it difficult to pull the necessary 3 green, 1 vet out of the other actions at this moment. There also isn't really a better place to put Mami, and more recruits will give leeway for veteran raising in the future.
Research we can delay until the future, given that we are spending this turn paying for the fruits of previous research (the shields).
So, [x] Lightmage
Also, maybe it's just me, but the idea of shields reminds me of the combat shields from Starcraft 2...
[X] Lightmage
Jumping all the bandwagon. Not sure about recruiting though. I get the feeling that if Mami's crazy idea (aka this quest) actually had a success, somewhat, then some girls will join up on their own. Make do with what we got an all.
[X] Lightmage
Jumping all the bandwagon. Not sure about recruiting though. I get the feeling that if Mami's crazy idea (aka this quest) actually had a success, somewhat, then some girls will join up on their own. Make do with what we got an all.
This is correct, the chance of success on recruiting is actually fairly low, your rolls last time were outstanding. Recruitment chance should go up over time so long as you aren't spiraling.
Also probably won't have an update tonight, was out all day.
Edit: Really really messes with my difficulty tuning when the rolls are favoring you so heavily. Nothing below a 30 in the third turn rolls, wtf. Based off average dice rolls you guys should have like 4 dead meguca by now instead of 1.
The girls are a bit disappointed that you're skipping out on the allowance this month, but you decided that you couldn't afford both to pay it with the extra expenses this month.
You order enough shields for everyone and a couple spares off the internet from a reasonable quality manufacturer. You receive them and hand them out after a couple days and the girls start using them as best they can. The combat instincts that magical girls gain cover their natural weapons but it seems they don't cover additional items. The basic thought of blocking with a forearm mounted shield isn't too complex though and the girls gain the basics rapidly enough. Especially since you dedicated a few days of everyone's time to general combat training this month and integrated shield use into their training. Ribbons work wonders as a nonlethal training weapon. Taking a half dozen of them at a time and training them to block your attacks or get a stinging blow from a ribbon made them learn quick to dodge or block. You give them some quick instructions on proper ways to avoid damage and where their instincts are missing useful details that you've learned from painful experience.(-4% hunting casualties)
You pick out the youngest of the girls and assign her the task of making a small shrine to honor your fallen comrades. You must admit that she probably wasn't the most suited for the task, but it's sometimes hard to resist trying to keep the younger ones out of harm's way where possible. You gave her some guidance and provided the supplies and she managed the job well enough. It's not a very traditional shrine by any standard, but perhaps the bright colors and cheer it tries for are better than a more mundane one given its audience. The other girls at least appreciate little Yuma's efforts. (-$200, +Shrine)
The girls that provide the money you need keep working as ever. Nothing outstanding seems to happen for them and they're quite content with it that way. Their deliveries are always timely and their cheer quite real. (+$4600)
With a little luck and the demons being perhaps marginally weaker this month none of your girls are injured this month. The veteran Sakamae and one of the greens manage to even pull in a little extra on top. Your dispatch system has reached its full maturity and directions are swiftly issued and obeyed, trust between the girls being quite high now after being together under this system for several months without any fatalities to hunting. Some of the girls that you took in immediately after they contracted likely have a much safer impression of the job than would normally be the case. While it was your intent to make that the case, you worry that they might be brittle if losses do occur. (+23 Grief Cubes)
Mami tries to recruit another girl this month but didn't quite succeed. She was doing well enough on her own she claimed. Though the signs of stress were there and it was obvious she wasn't really doing as well as she said. Perhaps she'd be more open to it next month. (Failed)
Two girls grief spiraled this month but you were able to save them both. The first was one of the girls you recruited last month. Apparently the relative safety of this group reminded her of those she had lost. With two grief cubes and some reassurances that those she lost would be happy that she found a safe place she managed to recover, though it was a close thing. The other grief spiral was one of the stronger original greens from this endeavor. A case of a beloved pet from before she became a magical girl dying, grieving for such a thing would be normal for any normal girl. For a magical girl it could be lethal if it went too far though. A single grief cube was enough to break the feedback loop though. (-3 Grief Cubes)
________________________________________________________________________________________
Resources
16 Green Meguca, 5 Veteran Meguca, 1 Elite Meguca (Mami)
1 Meguca upkeep on demon finding training (+20% grief cubes)
2 Veterans upkeep on dispatch service (+25% grief cubes, -1% hunting)
Grief Cubes 16
Money: $5250
$400 upkeep on cellphones (-2% solo hunting)
$3000 upkeep on apartments
Morale: [Low] Having a place to stay continues to have a positive effect on morale, as does the continued lack of casualties. Low grief cube supplies are beginning to worry them though.
Assets
Tiny household shrine: Somewhat reduces losses to morale from deaths.
Basic Shields: -2% Casualties
Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
Mitakihara Demon Status: Below Average Strength Only a little though...
Turn 2 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
[] 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, because it is summer vacation, 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. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
[] Improve Housing: Small 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: $10,000 and 3 Veteran Meguca; Reward Small House instead of homeless as minimum housing level (for up to 25 Meguca), ongoing cost 5000$ per month or you get kicked out. Payable at the begining of the month. (not repeatable)
[] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
[] Central Dispatch, Demon Finding: Dedicating the most sensitive Veterans to snifing out demons and pointing them at others means they get much less tired and can search for longer finding more demons. Requires cellphones, only once per turn. Cost: 2 Veteran Meguca; Reward: +25% grief cube acquisition from hunting actions, -1% hunting causality rate. (Forgot to mention that this is a recurring action, not permanent, though it should make sense logically that it keeps taking the Meguca to do it.)
[] Training, Pack tactics: Your Magical Girls aren't very used to working together and relying on others. They often get in each other's way and fail to support each other. Friendly fire can even occur. Working to improve their coordination will help to reduce their casualties when working together.
Cost: 2 Meguca, 1 Meguca maintenance; Reward: -4% casualty rate on Pack Hunting
[]Training, Solo Tactics: Sometimes solo Magical Girls are taken out by surprise from their blindspots, training may help them learn to use their demon sensing ability to avoid being taken by attacks from outside of their vision.
Cost: 2 Meguca; Reward: -3% Dispersed Hunting casualty rate, -1% Pack Hunting casualty rate
[]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.
[] Enchanting, Secondary Properties: Further investigate the secondary properties that individual materials exhibit. Including 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/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:2 months of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.
[] Recruitment: Go out and find other Magical Girls to try to rope in to this crazy pyramid scheme you're setting up. Success of this action is very much dependent on the status of your current girls.
Cost: Variable, specify number of Meguca dedicated; Reward: 1 Meguca per recruiter; Chance of Success: ??% (+10% if using Veteran Meguca)
Yeah it's pretty troubling to me that you guys are rolling so well (I expected you to be death spiraling by now). I mean before I started I did up some spreadsheets using average values and you guys shouldn't have been doing nearly this well. Stupid dice. Though it's probably going to get harder shortly as you run into a grief cube crunch.
It's also hard to write when everything is just going swimmingly
You're about to run into some of the preplanned issues though, so hopefully that will help counter some of your dice luck.
In a couple more turns there will be two or three more new actions appearing that I have planned. Though I'm still looking for ideas for actions. Also ideas for what could cause grief spirals so I don't have to repeat them as much. As Mecrazyfang said:
Everyone has bad days. For Meguca, those can be lethal. All it takes is a loved friend coming down with HIV, or a rejected love confession, or your adopted cat getting hit by a car...
Those bad days can be lethal for a Meguca. It's not a nice thing to not be able to feel bad since you might trip a mystical feedback loop. I'm actually rolling a lot of dice to pick how many, how bad, and who for grief spirals. Veterans just haven't come up because they're only 5 out of the pool. Mami is actually not in the pool of possible grief spirals unless the group begins to fail since she's basically put all of herself into it.How could I give anything less.
That is also why she can manage little bits of the other tasks while still doing another action. Though if the group grows she'll end up completely locked up as administrative upkeep.
Dice... they really decide if an empire quest will go well, or if you spend the entire time putting out critical failure fires from the last update.
[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.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[X] 11 Green Meguca, 3 Veteran Meguca, 1 Mami
[X] 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, because it is summer vacation, 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. (For current 4 keeping jobs $1,000 and 3x $1,200 and guaranteed success.)
-[X] Same 4 Meguca
[X] Continue Meguca upkeeps
[X] Stipend: Giving your magical girls a small amount of money to spend on themselves will improve their morale.
Cost: $50 per Meguca; Reward: Increased morale. Chance of success: 100%
-[X] $1100 for all 22 Meguca
Like... there's really not much else we can do besides AFK farm more Cash+Grief Cubes until we have a larger stockpile again.