[X] [Crisis] Bring them back in with the fighting (Change Tinriver from Trading Post to Colony, will claim additional territory when fighting pirates, -1 Legitimacy)
[X] [Main] Enforce Justice
[X] [Secondary] Proclaim Glory
[X] [Secondary] Survey Lands
[X] [Secondary] More Spiritbonded
[X] [Secondary] War Mission - Pirate Clans
[X] [Guild] Efficient Charcoal Kilns
[X] [Guild] Build Porcelain Works
So my first thought is that the guilds will probably hijack the Balanced and passive actions rather than our actions (since they don't need to pay power to steal those).
This gets us to 2-3 Stability, Calvary 2/3, and leaves our actions mostly open.
Econ math: 10 -1 PG -2 Porcelain -2 Charcoal -2 Spiritbonded = 3 bottom point, +3 income +8 Balanced = 14 econ at end (2 free for provinces)
@Academia Nut
Efficient Charcoal Kilns seems to have disappeared from the plain action list but is in the detailed one