Looking at current standing quests:
-Patricians (6 {12}) - Power: Add or subtract their faction power from factions they are supporting/opposing. Objective: Build 0/4 Great Hall Annexes within 3 turns Reward: Government upgrade
Cost: [Secondary] Great Hall(Econ 2, Culture 2)x4
Guild (5) - Power: Half faction power added to Max Wealth. Objective: Have a level 3 Ironworks within 3 turns. Failure: -1 Stability
Cost: [Secondary] Block Housing(Econ 3, Tech 3) x2, [Secondary] Ironworks(Econ 3, Tech 3, Forest 1) x2
Ow, because we'd need to shove in another bath and aqueduct right after. Just fail it personally.
Traders (2) - Power: Add or subtract faction power modifier to all innovation rolls. Objective: Have Naval power 3 or above within 2 turns. Success: +1 Naval [1/2]
Cost: [Main] Econ 3, Wealth 5, Martial 3
It has also been highlighted as very important soon, due to Freehills and Western Ymaryn contesting the Black Sea.
Yeomen (2)- Power: Adds faction power to secondary Martial Objective: Have 30 EE within 3 turns. Failure: -1 Stability [1/2]
They can probably go sod off once we get enough Stabbility to ignore it.
Priests (2)- Power: Adds faction power to RA. Objective: Have a new level 2 temple somewhere within 2 turns. Success: +1 RA tolerance. Failure: -1 Stability
Cost: Temple(Econ 3, Culture 3) x2
Urban Poor (4) - Power: +1 Max Legitimacy every 3 full power. Objective: Have a Level 2 market and a Level 1 market in another city within 2 turns. Success: Grand Bazaar Megaproject completion, no faction power increase
Cost: Market(Wealth 3, Culture 3) x2
We currently have 1 Infrastructure policy running. It won't help anything on its own. We literally cannot afford to build everything manually. Infrastructure policy then must return.
We have enough of a forestry buffer that we can commit to turning the next 2 passive policies to Forestry once the cities come back.
[X][Main] Great Dam
[X][Secondary] Great Dam
[X][Secondary] Great Dam x2
[X][Secondary] Great Dam x3
[X][Secondary] Great Dam x4
[X][Secondary] Change Policy - Passive (Forestry + Forestry -> Infrastructure + Infrastructure)
[X][Guild Main] Plant Poppies
[X][Guild Main] Build Docks
[X][Guild Secondary] Expand Snail Cultivation
Okay lets see the costs on this:
-Dam - 2 Econ
-Dam(fused secondaries) - 2 Econ
-Dam(fused secondaries) x2 - 2 Econ
-Policy change - Free
-Poppies - 3 Econ, 3 EE.
-Docks - 2 Econ 1 Wealth
-Snails - 1 Econ
And the incomes:
-Poppies - 1 Mysticism, 7 Wealth
-Snails - 1 Wealth 1 Culture
-Docks - 3 Diplomacy
Available spent stats(costs included, income not included):
-Econ 13, Culture 12, Wealth 4, Tech 24
Total costs(income not included):
-Econ 12, Wealth 2, Tech 1
Lowest point possible:
-Econ 1(provinces will not spend Econ), Culture 10, Wealth 2, Tech 23
Total action profit(incoming income not included):
-Mysticism 1, Wealth 8, Culture 1
End Wealth: 11
That gives us SOME wealth next turn once the passive cashes in, which lets us rush the Warships. We can hope the passives prioritize the Market to generate Wealth and getting the Bazaar.
This is tentative, pending all sums being correct!
The key here is something PrimalShadow had been harping on for a long time now: Passives are really freaking good at making extended projects.
Also the only way we're going to be breaking even on Econ here is if we fused secondaries for the Dam. Annexes and all that costs too much.
Goddamned needle threading, I got nearly nothing I wanted out of this plan x.x
Theres also basically no way to Influence or Support subordinates without crashing SOMETHING. Urgh.
No roads even, FFS.
Anyway, work calls. Get back to this if theres more info.