Fun fact: I actually caught up three turns into the purge of the Haunted Hills, then forgot to Watch this thread, so I've only now finished catching up
again. At any rate, the following actions seem especially worthwhile to me, either this turn or simply to earmark for the future;
[ ] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood, 400 gc for stone, optional dwarf help for -1 dwarf rep).
Of the actions to improve our fiefdom, spending dwarf rep on this is probably the least likely to actually improve the lot of our people, and our fief is unlikely to be attacked in any case... But it provides a very safe foundation on which to do so, and makes a firm statement to our people that we are a lord who cares for their safety; I view it as a PR move. I especially note that it actually seems preferable to the fortress option, both due to the lower expense and because this is the only fortification option that provides living space for our subjects.
[ ] Use your reputation to build trade ties with Zhufbar.
We know that Zhufbar sources a large portion of its food from southern Stirland, so getting in on this with the EIC is liable to be relatively lucrative, and it opens us up to continuing contact with dwarfs, which provides both opportunities to deepen relations with them, and also to help them out with things to acquire more dwarf rep for the future.
[ ] Use your friendship with Anton to build trade ties along the Nuln Road.
Lucrative, given the dwarf-quality niter crystals we've acquired, but also frankly I value it because it represents staying in touch with Anton. That's worthwhile in itself.
[ ] Diggy Diggy Hole, Dwarf: You could call in some favours and get the entire place cleaned out with dwarven reticence and expertise (-20 gc for ale, -2 Dwarf Favours)
I just want to call the QM's attention to the opportunity missed here to name this action
I Am A Dwarf And I'm Digging A Hole 