Edit: Gigantic Wall of Text, sorry folks.
Prototype Plan aka Rough Draft
15 Actions, 6 restricted to Individual Categories so 9 free-flowing actions
Martial:
We Have No Reserves - I'd say the best option is honestly trying to knock out creating our own army part which means doing Military Build Up
Wild Blue Yonder - Out of everything there, Mothballed may be the one to go for first and from there we can get the crews trained up
Orc Hunting - DCs are high, and the action economy is limited. Doing this and succeeding may give us a boost in fame and integrating the natives, failing wastes an action and gives us losses. Skipping it now may still give us losses, but not as bad as losing an action.
Master and Commander - Alvarez's Comrades is an easy choice to say yes to, but looking at actions, we can probably hold off especially since it has a decently high DC.
Diplomacy:
Hearts and Minds - Word to the wise, might better to spend extra dice doing actions here. If we're going to do any actions here, We're All Allies Here and the Try a Different Tact are a must. TDT allows us to get our own people to stop being dumbasses helping remove an issue if we succeed meanwhile WAAH utilizes the most famed method for getting people to work together. Uniting them in hatred of a common foe. Also easy DC. I recommend both of those alongside the next turn knocking out the LTTF action.
Friendly Neighborhood Bard - Essentially dealing with neighbors.... Sending Leliana out for this is probably the best, though we can likely delay this for an action or two but not much longer than that. Aka RTN
Imperial Relations - This is an interesting category each option is good, the main issue is trying to decide if we can or should do it this turn. I honestly say hold off for a turn.
Musics and Lyrics - This is yet another category that I'd have to say we ought to spend multiple actions in, though if we decide not to I recommend doing an action here next turn again. No matter what, spending an action here this turn does seem necessary. Big issue is which one to do, if we aren't going for a Write-In I'd say we probably should be ambitious and aim for A Ballad of Loss, but at the same time Nat 100 DC right there alongside the fact that failing that will suck. We can likely get Your Heroic Rescue which allows us to maybe get a better trait/modifier bonus for composing songs and allow us to get more fame. So if we do an action here, I say YHR or ABL unless we wanna do a write-in that is essentially Song Subject: The people of Port Helm's Strength for enduring dark times, Musical Tone: Epic (?), Target Audience: Native Citizens, Intended Result: Allowing them to feel somewhat better about the Imperials or something.
Stewardship:
A Time to Sow - In all honesty, best option here is going to be Tax Relief. No matter what, because that's pretty much guaranteed to help us. I'd say if we're doing multiple then Coordinate Extra Labor should be done, the laws one can be done next turn but dealing with food issues right here and now needs to be taken care of.
City of Anguish - Right now if we do this option, the best one is Clear the Rubble both due to low DC but also due to the effects it should have. Allows us to get a resource for rebuilding moved about, clear the city up making it look better and improving the mood, puts people to work and keeps them busy, allows the natives to see us getting stuff done and showing them that we are here to work and make their lives better and this city better. If we aren't spending any more actions here, I'd say cool but maybe next turn take a census or even Clarify the Law.
A Merchant Fleet - If we spend an option here, even though it's higher DC recruiting carpenters of our own is best option. Remember relying too much on outside sources can screw one over. That said... finding preexisting ones is easier and less likely to waste an option. I still recommend RC.
A Treasury Afloat - I feel like an action should be spent here every turn, if not just one then two. Anyways, right now it's likely better to knock out Tax Slump and figure out what's happening.
Faith in the People - Useless at the moment, better put off. With that said, for this category itself ECR is best route at the moment.
Intrigue:
Trust, but Verify - If we spend an action here, knock out the 8th Regiment one. Easy to do and allows us to know about the military regiment that's at the moment responsible for defense and such.
The Viper's Nest - Probably best to do this one and pick the cultivate contacts action, next turn either investigate the native's nobles or look into our traffic and figure out if that's part of why we're losing money.
Foreign Work - Uh, just do Gather Information and pay a person, we need our Intrigue Advisor here helping us.
Spider's Web - Going to want to have Esther train up informants for this category, it's too useful to not be done.
Research:
The Rising Tide - If we do this one, either IG or ISP are the ones we ought to do. Both while not as immediately useful give us decent long term benefits in real-life meaning in game some sort of bonus would occur.
Elimora's College - Going to say hold off on this, not enough actions for them all or this.
Offensive Inefficiencies - Inefficient Patrols is the most useful here, but getting SC would be such a bonus as well. Do IP this turn and next SC.
Mother of Invention - Once again action economy and oversaturation of options does not allow us to really spend time here, so don't do anything here. But if we did, knock out the 80 DC option.
Sorcery:
Magical Arms - Communicators, too useful to not do and the other options are meh.
Sorcerous Activity - Probably ought to look into Port Helm itself here.
Assist Another Project - Uh, so add her to another project for extra dice plus bonuses?
@StormyAngel Clarify with this one please?
Stranger Things - Meditation likely ought to be done, but we're trying to balance actions here.
Personal Actions:
Investigate Personally - Esther is the main one to look into at the moment, she's our spy and we can't trust her as of now. Which sucks
Build A Rapport - Probably ought to do Sara to handle any issues that may pop up with her.
Personal Study - Martial is best option here, to fix up that weakness. Alvarez, while nice isn't needed for the moment, taking care of our actual combat ability with Dominic, ought to be done and next turn we can do it with Alvarez. Also allows for a building rapport sort of session too.
Diplomatic Communication - Take Advantage is probably necessary here, just for the bonus it may bring.
Personal Communication - Write back with brief summary, don't do much than that. Also, write-in and send money to both Nabel and your mom.
________________________________
[]Plan Rough Draft
-[] Military Build Up
-[] Mothballed
-[] We're All Allies Now
-[] Try a Different Tact
-[] Your Heroic Rescue
-[] Tax Relief
-[] Coordinate Extra Labor
-[] Clear The Rubble
-[] Tax Slump
-[] Recruit Contacts
-[] Train Informants
-[] Innefficient Patrols
-[] Signal Communications
-[] Communicators
-[] Meditation
-[] Investigate Personally: Esther
-[] Personal Study: Martial - Dominic
-[] Take Advantage
-[] Write back with a brief summary of your time here, omitting any sensitive details, but otherwise reassuring them you're fine.
-[] Write-in: Send a little money back to both your mom and Nabel.