Voted best in category in the Users' Choice awards.
The navy isn't really needed until the Canal opens, which is at least 10 turns away. People were worried about Barak Varr's navy going Marienburg possibly leaving the area vulnerable, but ironically any ships the EIC built wouldn't be able to get there until the canal was built anyway.
Ships take a significant amount of time to build. From securing the shipyards and supplies and labor to actually laying down the keels and recruiting sailors, it would be best to start early if we want to go that route. Though I guess it does depend on the type of boat.
 
It seems thread consensus is building on "get lots of preparation in order to make ourselves more personally capable of scouting out the region." Here's an extreme take on that:

[ ] Keep It Classy
-[ ] Contains one Overwork action
-[ ] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[ ] JOHANN: Have him teach Adela what he knows of engineering.
-[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[ ] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[ ] SERENITY: Write a paper: The We book (1/2)
-[ ] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[ ] Attend classes at the Grey College:
--[ ] Runes and Runecraft
--[ ] Enchanting
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Study an artefact: Ranald's Coin
--[ ] COIN: The Gambler

And then next turn we go to anti-Chaos training and take the "make extremely fancy robes" and "turn a staff" actions with maximum awesomesauce, plus another action of expedition prep.

I'm not sure I actually like this plan, but I figured I'd throw it out there.

I read that option as applying to the EIC in general, not to the EIC's intelligence division.
I like it I like it. We can pick up the staff and finish our fighting style next round up and then head to kick ass and chew bubblegum.
 
I'd prefer to have Johann teach Adela. She should have something to do, plus this means that all our skaven tech papers will be Fresh.
 
[ ] Join the war between Stirland and the vampires in northern Sylvania.
[ ] Involve yourself in the Marienburg affair (specify how) (NEW)
You know...now that I think about it, if these lead to arcs like the expedition and final conquest, they could be that much more valuable. If the experience gets us upgrades similar to those with traits and such they'd be worth their weight gromril.
 
I was thinking/hoping that the AV enchanting option might give us some sort of method of enchanting with AV as a component so that shinies happen, something that requires more prep or further mats to be used, at least on a basic level would be somewhat disappointing.

You make a good point about the ranged training tho.
It's all fungible. As we're not enchanting anything this turn, we could pull AV Enchanting study into this turn, and say push Enchanting class into next, and still do both 'before' turning a staff or making armour.
Main question is then where the Gambler bonus goes- recursively on the Coin, or on the AV potential?
You know...now that I think about it, if these lead to arcs like the expedition and final conquest, they could be that much more valuable. If the experience gets us upgrades similar to those with traits and such they'd be worth their weight gromril.
Hoping for Interlude turns?
 
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Johann is studying the breathing apparatus rather than teaching because Adela is already being taught be dwarf engineers. On top of that we know Johann uses his gold magic skills a lot which can't be taught to a Bright Wizard.
She's not learning at all from the dwarves, currently, because of the Okral's conservatism, and it'll be another ~4 turns before that changes, if my timing is right. I think this is the best action we can take for engineering-related matters, since it sets the stage for her future recruitment into the Skaven tech tree engineering projects.
Edit: And, engineering principles remain engineering principles, since engineering is a magic-agnostic discipline. The way she goes about doing things will be different, but the basic knowledge should remain the same.
 
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It's all fungible. As we're not enchanting anything this turn, we could pull AV Enchanting study into this turn, and say push Enchanting class into next.
Main question is then where the Gambler bonus goes- recursively on the Coin, or on the AV potential?
Definitely on the Coin. It works way too well thematically. I'm also not convinced the Coin will do anything on the AV enchanting experiments.

I guess pushing a class off by a turn and poking at AV this turn does make sense, though it makes the plan name less perfect.
 
You know...now that I think about it, if these lead to arcs like the expedition and final conquest, they could be that much more valuable. If the experience gets us upgrades similar to those with traits and such they'd be worth their weight gromril.
I think it's much more likely they'd lead to things like when we went to Dharmstrang and murdered Azkaban: fun little adventures, maybe with good loot at the end, but not the sorts of multi-update arcs that provide traits.
If we don't think she can find something else to do, this is essentially committing Johann to teaching her for 4 turns, which I don't think I'm happy with.
I suspect that once she's gotten some more engineering training she can find a project of her own to work on; right now the issue is that she's half-trained and spinning her wheels. There's no indication on the item that this locks Johann in.
 
So looks essentially the same as Keep it Very Classy, just differing on the Johann action?
Looks like it. I might actually change him to the Lightning cannon since I expect that to take multiple turns which will mean when the paper is ready to be made it will be fresh for us.

Although when I made the plan I didn't know her dwarf training was on hold so that changes the scales a bit. I think I'm still somewhat partial to having Johann doing reverse engineering though. It's not like Adela won't find ways to stay busy without his help.
 
It's all fungible. As we're not enchanting anything this turn, we could pull AV Enchanting study into this turn, and say push Enchanting class into next, and still do both 'before' turning a staff or making armour.
This brings it back around to possibly failing on that turn though, which was my concern in the first place.

If we're putting Johann on Adela because the Okral mean her teachers are busy, that's not going to change for another 4 turns. They aren't leaving for 2 years.

I suspect that once she's gotten some more engineering training she can find a project of her own to work on; right now the issue is that she's half-trained and spinning her wheels. There's no indication on the item that this locks Johann in.
I doubt Johann can get her that up to speed in a single turn. It doesn't lock him in, but if this is the logic the thread is using, I don't think it's going to change for four turns.

Belegar assigned us the dragon task while we were still finishing up Queekish. No reason we can't do the same.
I don't think that's how directing our subordinates works? If we tell him to do something else next turn, I don't think there's any impetus for him to keep teaching her, unless she can convince him.
 
[ ] Keep It Very Classy
-[ ] Contains one Overwork action
-[ ] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[ ] JOHANN: Have him teach Adela what he knows of engineering.
-[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[ ] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[ ] SERENITY: Write a paper: The We book (1/2)
-[ ] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[ ] Attend classes at the Grey College:
--[ ] Runes and Runecraft
--[ ] Enchanting
--[ ] Anti-Chaos Training
-[ ] Study an artefact: Ranald's Coin
--[ ] COIN: The Gambler

Can always experiment with the AV next turn, when doing the actual Enchantments.

The shooting range thing is one that's been there for sooo long I just get a feel it's one of those background rolls Boney makes, for a bad public miscast affecting all our good Zhufokri PR to date.
So, a version including exploratory AV work this turn, and waiting to push Enchanting Training to Fiendish next turn (perhaps) is
[ ] Classy Vitae
-[ ] Contains one Overwork action
-[ ] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[ ] JOHANN: Have him teach Adela what he knows of engineering.
-[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[ ] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[ ] SERENITY: Write a paper: The We book (1/2)
-[ ] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[ ] Attend classes at the Grey College:
--[ ] Runes and Runecraft
--[ ] Anti-Chaos Training
-[ ] Experiment with integrating the Vitae into enchantments.
-[ ] Study an artefact: Ranald's Coin
--[ ] COIN: The Gambler

Go for high level Enchanting training next turn with AV already studied? Maybe ask some targeted questions? Who knows.

is it voting by plan, or by item? Can I just vote for the individual items I favor?
Plan.
This brings it back around to possibly failing on that turn though, which was my concern in the first place.
Yeah. Nothing in life is certain.
 
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I'm also not convinced the Coin will do anything on the AV enchanting experiments.

I have to disagree with you.

Consider, if we learn how to do Theurgy and thus summon Divine Energy, that opens the door to Enchanting with Divine Energy. If we even have th idea for Divine Enchantments in our head when we do the AV Enchanting experiment, we'll definitely try AV Divine enchanting in addition to regular AV Enchanting, and who knows, we might wind up with an unexpected result.

Studying the coin and learning Theurgy makes experimenting with AV Enchanting include an entire extra set tests, incase there's some sort of difference between Divine and Arcane AV enchanting that isn't there with just regular Divine and Arcane enchanting.
 
I have to disagree with you.

Consider, if we learn how to do Theurgy and thus summon Divine Energy, that opens the door to Enchanting with Divine Energy. If we even have th idea for Divine Enchantments in our head when we do the AV Enchanting experiment, we'll definitely try AV Divine enchanting in addition to regular AV Enchanting, and who knows, we might wind up with an unexpected result.

Studying the coin and learning Theurgy makes experimenting with AV Enchanting include an entire extra set tests, incase there's some sort of difference between Divine and Arcane AV enchanting that isn't there with just regular Divine and Arcane enchanting.
So you're in favour of separating the two studies, across two turns, with chance to put the bonus on both?

Of these Enchantment?-heavy plans, I still probably prefer this one, too.
[ ] Keep It Classy
-[ ] Contains one Overwork action
-[ ] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[ ] JOHANN: Have him teach Adela what he knows of engineering.
-[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[ ] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[ ] SERENITY: Write a paper: The We book (1/2)
-[ ] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[ ] Attend classes at the Grey College:
--[ ] Runes and Runecraft
--[ ] Enchanting
--[ ] Anti-Chaos Training
-[ ] Study an artefact: Ranald's Coin
--[ ] COIN: The Gambler

(Pickle and I have come to an agreement about the plan and name)
 
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This brings it back around to possibly failing on that turn though, which was my concern in the first place.
Here's what the rolls looked like the last time we took Enchanting classes:
[Teacher quality: 65]
[Enchantment fundamentals: Learning, Req 60, 12+26+15(teacher)+10(Enchanter)=63.]
We rolled slightly above average for Teacher Quality, then abysmally for our own learning, and still passed the DC. Having a +36 (+37 now) just from our own character is really good, and on any sort of average or even below-average rolls, we should expect to pass Enchanting class.
I have to disagree with you.

Consider, if we learn how to do Theurgy and thus summon Divine Energy, that opens the door to Enchanting with Divine Energy. If we even have th idea for Divine Enchantments in our head when we do the AV Enchanting experiment, we'll definitely try AV Divine enchanting in addition to regular AV Enchanting, and who knows, we might wind up with an unexpected result.

Studying the coin and learning Theurgy makes experimenting with AV Enchanting include an entire extra set tests, incase there's some sort of difference between Divine and Arcane AV enchanting that isn't there with just regular Divine and Arcane enchanting.
This would suggest that we should delay the experiment with AV enchanting action until we have:
  1. Poked at the Coin
  2. Gained, at some unknown point on the Coin tree, the ability to manipulate Divine energy
  3. Taken the AV action to poke AV with Divine energy
Which seems very speculative to me.
I doubt Johann can get her that up to speed in a single turn. It doesn't lock him in, but if this is the logic the thread is using, I don't think it's going to change for four turns.
I think Johann can get her up to his level within a turn, or at least get her to the point where she can finish the rest on her own time. We did just invest in a serious set of Engineering books.

(Also, on the meta level, usually these actions are one-and-done, not an ongoing thing.)
 
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I don't think that's how directing our subordinates works? If we tell him to do something else next turn, I don't think there's any impetus for him to keep teaching her, unless she can convince him.
Premise of the quest is that advisors are people and do things in their own time. I think it's worth trying for at least 1-2 turns, and the idea can be revisited if necessary. I'll admit, I'm also just a fan of multi-wizard interactions and the narrative power of building relationships between characters. I do believe that the long term benefits (more competent engineer researchers, Adela as a future recruit for projects, teaching encourages rebuilding ideas from first principles, improving Johann's academic understanding) here do outweigh the short term of researching artifacts for papers we're not currently focused on, though.
 
Yeah, and on a non-meta level, if Adela and Johann want to continue the teaching in future turns, they can, nothing stopping them- just not on the Loremasters' dime.
 
So you're in favour of separating the two studies, across two turns, with chance to put the bonus on both?
Which two studies? Do you mean Arcane AV Enchanting and Divine AV Enchanting?

If so, that was actually part of my argument, I think doing the Coin first will save us an action. I think if we learn Theurgy first, then Divine AV Enchanting and Arcane AV Enchanting will just be one, general, AV Enchanting option. I'm worried that if we do the AV Enchanting before learning Theurgy we'll have to do it again after learning Theurgy to test it with Divine, but if we wait til we can do both Divine and Arcane stuff we'll just test both at once saving us an action.
 
Which two studies? Do you mean Arcane AV Enchanting and Divine AV Enchanting?

If so, that was actually part of my argument. I think if we learn Theurgy first, then Divine AV Enchanting and Arcane AV Enchanting will just be one, general, AV Enchanting option. I'm worried that if we do the AV Enchanting before learning Theurgy we'll have to do it again after learning Theurgy to test it with Divine, but if we wait til we can do both Divine and Arcane stuff we'll just test both at once saving us an action.
Well I think I intend to propose the Coin this turn, AV not at all. See what if anything is gated behind Ranalds Fourfold Coin.
 
We rolled slightly above average for Teacher Quality, then abysmally for our own learning, and still passed the DC. Having a +36 (+37 now) just from our own character is really good, and on any sort of average or even below-average rolls, we should expect to pass Enchanting class.
Fair enough. That's not no chance though, and we don't lose anything by doing it this turn, I believe. If we do AV this turn, then going by this:
[] AV Enchantment experiments
[] Armour++
[] Staff++
[] Expedition something
[] Hope-An-Underling-Can-Help-With-The-Expedition
?
We'd be swapping out AV Enchantment Experiments for Enchantment class anyway, so we don't even gain an AV action. There is no benefit to doing AV Enchantment this turn and Enchantment class next turn.

EDIT: In fact, AV Enchantment experiments would also probably benefit from being done after levelling Enchanting.
 
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