[X] Plan: Laying the Foundations
-[X] Cross-Training: The more 'cost-effective' option to raising your own unit. Instead of getting mainline combat troops, you'll be taking the men (and women) you already have and putting your spies through formal military training under Jeanne. Of course, you'll also be picking up a few more men and turn the ones you got last year into officers. This will take your specialists and allow them to be used in regular military operations, not just Intrigue operations. Cost: 300; Upkeep 0; DC: 30; Rewards: Turn your spies into soldier(-spies), broaden their uses. (OCCUPIES SPY UNIT FOR TURN THREE, WILL NOT BE AVAILABLE FOR INTRIGUE OPTIONS)
-[X] Sailor, Soldier: The navy is no less important than the air force, though still not as glorious as the conquest of land for the empire. After all, one can hardly build impressive structure or erect monuments on water. Still, a battle won is a mighty thing. Cost: 50; Upkeep: 0; DC: 10; Rewards: Learn to captain a ship/Possible Martial Trait/Vary by degree of success.
-[X] Translators: Hiring a few people who can speak foreign tongues would be a good idea if you intend to go abroad, but do you intend to? Still, having them available if you run into Chinese pirates in Australia, Russian-speaking tribes in Asia, or other odd tongues in odd places might be a good thing, just to cover your bases. Cost: 100; Upkeep: 50; DC: 20; Rewards: Remove any penalty for attempting diplomacy with non-english speaking foreign groups. Potential trait gain.
-[X] Keep or Castle: You need somewhere to set up shop. Preferably, a very secure base of operation from which to run your general affairs out of before you even start considering sallying forth with a military unit in glorious conquest. Plus, it would help if your mother was no longer able to 'check in on you' while you were conducting meetings. Cost: 750; Upkeep: 300; DC: 20; Rewards: Base of Operations, Potential Bonuses.
So I've opted for "Cross-Training" and "Sailor, Soldier" because I think the former will grant us a lot of versatility, and because the latter is obviously very important if we want to expand anywhere.
I think we should grab "Translators" because it opens up more opportunities for trade and diplomacy, and is fairly low DC. I don't think we have an urgent need for a new noble friend, and I think it would be better to get one once we're actually in a position to make use of them.
Lastly, "Keep or Castle" seems essential. The longer we put it off, the longer it will take to cement our effective rule, and certain actions will naturally be closed off to us.