Some thoughts about our Quests.
Patricians - Objective: Build a governor's palace within a core province within 3 turns. Failure: -1 Stability
Guild - Objective: Build Glasswords within 1 turns. Success: +1 Tech & Culture, Failure: -3 Tech
Traders - Objective: Establish a navigable path to the Saffron Sea within 4 turns. Success: Ship innovation, Failure: Trelli gain trade power
Yeomen- Objective: Have 20 or more Sustainable Forest within 3 turns. Success: +2 Sustainable Forest
Priests- Objective: Have a level 2 Temple in Dragon Graveyard within 3 turns. Success: Theological innovation
Urban Poor- Objective: Build a Main Strength Theatre within 3 turns. Success: +1 Stability
I'll go over these from "nicest" to "meanest", in terms of rewards for success or punishments for failure.
Urban Poor: Our newest faction just wants some entertainment, asking us to commit a main for something we'd generally be interested in doing but which isn't quite a priority right now. The Reward is a point of stability, however - which is valuable enough that we probably want to take this as soon as we take a Stab hit.
Yeomen: Once again, these guys come through with a wonderful reward for stuff we'd generally be interested in doing anyways. Now, getting 20 to Forest is a bit more than we might otherwise go for, but it does give study actions and it means we will have a reserve for a while, so it isn't a bad idea. This is made easier by the fact that the timing means we will be at 18 forests on the quest's 3 turn from passive policies alone, which means this costs two mains. In turn, the result is 2 MORE forests. ALL THE FOREST!
Priests: The priests want ANOTHER temple. Generally not a bad idea; a Temple on the Dragon's Graveyard does give mysticism drip, so it would normally be a pretty great idea. Except 8 was Yellow RA, which means 10 is almost certainly Red - so I'm afraid we might not be getting that free innovation...
Guild: These guys still want the same glassworks they wanted two turns ago. We can do that for them with a guild action easily enough; not a problem. Gets us a point of Tech and Culture each.
Traders: These guys want a path to new trading territories, and offer a ship innovation; but if we fail, the Trelli gain in trade power. If we get a Genius Diplo, we might want to talk to the Trelli about giving us access... but if not, I'm of a mind to let this quest fail. It is way too much work to go for a canal right now, and we have other priorities that we need to focus on - not to mention that I don't want to push the Trelli into conflict with us quite yet.
Patricians: Oh, how I hate these Patricians. One again, they are offering basically nothing in terms of demands, threatening a lot, and demanding a LOT. If we had to do it by hand, building a Governor's Palace would cost a whooping 9 Culture + 9 Econ, plus three secondaries worth of actions. Thankfully, we do have our infrastructure passive policies to help, so we should be able to do it cheaper - only paying 3 Culture + 3 Econ and one secondary ourselves, and using 6 of a turn's 7 passive policy infrastructure progress points to finish up the project. Frankly, I'm of a mind to make this fail too, though I suppose I could live with us doing it by spending 1 secondary.