Just going to do a quick breakdown of the differences between the winning plan and the one I am voting for:
[] Plan Planting the Seeds with Ciphers
-[] Contains one Overwork action
-[] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[] JOHANN: Breathing apparatus, stolen from Clan Skryre
-[] DUCK: Study an artefact with one of the Journeymen: Lighting mechanism, stolen from Clan Skryre with Adela
-[] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
-[] 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.
-[] Seek volunteers from the Colleges to join the Expedition.
-[] Attend classes at the Grey College:
--[] Anti-Chaos Training
--[] Runes and Runecraft
-[] Study an artefact: Ranald's Coin
--[] COIN: The Gambler
Versus:
[] Plan 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:
--[] Anti-Chaos Training
--[] Runes and Runecraft
--[] Enchanting
-[] Study an artefact: Ranald's Coin
--[] COIN: The Gambler
So, first difference is having Johann on the breathing apperatus rather than teaching Adela. I'm in favor because I think a breathing apperatus is something that might very well be replicate without warpstone, so is valuable, and because I think Adela has productive things to do without tying Karak resources into teaching her manling engineering as Johann's 'dwarf-given' assignment. Doesn't really fit well for me.
Second difference is personally following up with Adela to do that thing she request to do with us a long time ago- which seems cool. Fufilling promises to the ducklings before we drag in new business seems like something I can get behind, and I'd like to tie her more closely to us.
Ciphers before the valuable information starts flowwing, check. Gives us a look at the hochlander's institution-building capabilities.
Would drop the wizard recruitment, but I'm not super concerned- this much lead time lets the other wizards do prep and spell learning in advance as well. On the flip side, the enchantment class, which replaces it, is also something I could take or leave, so no real preferences from that.
Basically I think this uses the other K8P wizards better.