That bonus progress to understanding the armour has done some funky things to the prospective plan for the upcoming turn - which was to knock out the rest of it and a bunch of other research with liberal usage of prods:
[] Turn 47 Plan Framework
-[ ] [Difficult] Understanding the Armour: [Cost 1 actions] Master of the Odd will proc. Gain Movement of Things Progress, ???. You have absolutely no clue how and why Barak Azamar managed to drag whatever the Construct is from wherever it came from and seemingly bound it to your equipment. There's a mystery afoot, and you want to figure out why and how this happened before you can even begin thinking about the implications of what it all means. [1 AP]
-[ ] [Difficult] The Movement of Things Pt. 5, new totals: [Cost: (14 -7) =7 actions] Master of the Odd will proc. Energy, energy, energy. All Runes require it, such is the basis of their existence. You know that most Runes likely draw upon the Winds of Magic. But you also know that the Deep Magic, the power of the Earth, is a truly massive wellspring of energy, if one reaches deep enough that is. You have taken the first tentative steps to using it, but want to see, to truly understand that flow, and hopefully one day control it as easily as you could your hammer. [1 AP]
-- [ ] Prod Yorri: [Cost: 1 prod] Gain 1d2+1 progress, can be taken multiple times. [3 Prods]
-[ ] [Difficult] The Mind of Things Pt. 4: [Cost: (10 -6) =4 actions] Master of the Odd will proc. The transfer of sensation, taste, touch, smell, sight and sound. Yorri has made it clear that at its core all of these senses are simply the transfer of information from your body to your mind. And just as he no doubt intended, it's gotten you thinking. Thinking about perhaps using your newfound knowledge and applying it in a more general fashion. Like perhaps sharing memory or thoughts without any chance of miscommunication. You doubt it will be that easy of course, but you have to start from somewhere.
-- [ ] Prod Yorri: [Cost 1 prod] Gain 1d2+1 progress, can be taken multiple times. [2 Prods]
-[ ] War with the Fimir, baby. [1AP]
Because of the bonus +2 to understanding the armour, it only needs 1 AP to finish, rather than the 2 we thought it would need in turn 46. This essentially means we have 1 AP, 1 Prod, 1 Research action floating to crack through something extra, which is nice. Unfortunately, we can't use the research action on difficult research, or I'd suggest dropping everything on wardstones, and we won't have a Fimir eye until after the war turns, which nixes that idea. There is always the option of gambling on Mind of Things with 1 Prod (50% chance of success), but that's really not ideal - the safe option would be firebird feathers + white lion autopsy, but it's... a little mundane. Fingers crossed for some extra prod options next turn.