Well I guess we sat on this vote long enough now? Having written a diabolical master plan, I believe there's are no other explicit choices to make this turn except where to send the three Champions? All three were used in my Infilitration Plan, so I just rewrote it as a general plan.
As a refresher, we're going to trust that the enemy's heavy cav are going have to climb up mountains only to sink in the muddied waters of the rice paddies up north. We'll almost certainly lose the river crossing in the center, but then they hit the jungle. Can't wait until they find out the trees speak Soulfang Jaguar, and their solar-powered champion struggles to find extended direct sunlight under a triple canopy.
Meanwhile, we're going hard on the Dolgoth influence lane before they catch on. In theory we can win the game in two turns in Dolgoth, but my plan sets up a more safe three turn setup. The Wartorn Wastes is a gimme, but the Capital may be dodgy. If you're worried about getting pushed on the battlefield, the +1 bonus for "aggressive" designs sure sounds pretty useful, huh? (see spoiler). We can take our beating at the River Crossing this turn, and hit back next turn.
FACTIONS AND THEIR BONUSES:
A reminder of the factions in each Influence province. A=Angelic, D=Demonic. The bonus they provide is summarised very briefly, see Battle Phases in your respective threads for slightly more detail (when siding with a faction or reaching 3/5, their bonus is described (both sides are informed of what the bonus is)). At 3/5 the bonus is minor (like, +0.25), becoming more significant at 4/5 (more like +0.5), and very significant at 5/5 (approximately a full +1).
Lawless Capital:
A:Monarchists (Court Politics)
D:Populists (Rabble-rousing)
Scholarly Towers:
A:Green University (Refining Magic)
D:Orange University (Experimental Magic)
Fortified Frontier:
A:Hawks (Officer/Solider Training)
D:Doves (Logistics)
Ostentatious Capital:
A:Local Dynasty (Stealth)
D:Foreign Dynasty (Oppression)
Wartorn Wastes:
A:Peace (Negotiations)
D:Victory (Aggressive Units/Tactics)
Trade City:
A:Intervention (Craftsmanship)
D:Deregulation (Investment)
(1) The Victorious Foreigners of Dolgoth: ConscriptFive
(1) Fan the Rebellion: TricMagic
(0) Setting Up the Forces: