[X] [War] Withdraw main forces to defend Redhills, leave vassals and Red Banner
[X] [Boat] New design: Speed
[X] [Mill] Lesser permission (-2 Wealth, -1 Art, -1 Centralization, +2 Econ, potential for innovation)
[X] [WC] Lesser assistance (-2 Art, -1 Centralization, Stallions pleased, ???)
[X] [Main] Kick the Megaproject (Pay 1 Stability, gain another Main action)
[X] [Main] Main New Settlement - Far Eastern Redhills
[X] [Refugee] They accepted all who came (Chance of stability loss, +2 Econ)
So this is a different plan than the leading one, as I don't see the need for mills at this juncture when we should be aiming to try and consolidate and protect our gains we so don't cascade. Thus I feel doing the New Settlement is superior as those trails linking us to our vassal are both incredibly important given the size of the vassal, and vulnerable given there is no population to base units to protect them and for Blackbird's to scout so we know about if the Thunder Speakers are going to attack.
The New Settlement creates a new provinces and should; create a link to our vassals territory aiding the war with Xohsiyyri and mitigating the impact of a Thunder Horse war as our ties would be harder to sever than trails on their own, allows us to exploit our lowland gains via trade between our main settlements and the vassals which should be considerable given how fertile the lowlands have been described, and it means that in future conflicts we would have an easier time moving our troops about which is vital given Lord's Loyalty/Divine Stewards essentially meaning we have to dedicate war missions to protecting our land otherwise cascades can happen.
For the war action I've pulled back the main troops given the last update mentioned that when we conquered land, one of the tributes was the new places providing warriors to further help us. Thus the vassal force should be considerable, and we'd still be leaving a notable Ymrayn component in our Hero and the Red Banner Company. We're at the siege stage now so really, the amount of army needed to contain someone should be smaller given you can construct fortifications yourself to give your army advantages.
For the boat I've gone with speed as longships are good general all rounders, while being rather poor in direct ship combat. Thus Speed given that's the direction for naval warfare, which we'll need given our only naval opponent currently is the Trelli who have also gone speed so we'll need something of our own.
I went with lesser permission and lesser assistance as they reduce our centralization, but not by much given I've also taken the settlement action which also gives -1. Thus a total of -3 centralization, leaving us on 2 for next turn, which is ideal for a double main trails and a secondary policy balanced switch, assuming we don't need to commit war actions.
Pay the stability to kick the mega project as I feel the new settlement helps mitigate some of our current war problems via ensuring we have territorial continuity, which is greatly beneficial. Kicking the mega project ensures it completes, which of itself should provide various new bonuses or mean we no longer take economic instability hits, and should provide a further stability, economy and arguably art/mysticism from the canal too given I'd consider what the People have done to be engineering, only environmentally.
Accept the minimum amount of refugee's as we're into a proto-crisis scenario so we should focus on completing the Palace ASAP which may require using our stability to kick it in the future. The larger amounts of refugees also mean that it helps destabilize the situation further as we know they are one of the sources of the problems the People face, given they lack the institutional understanding of the culture and laws used; which isn't ideal right now.