Just thought I'd go through some of the options offered last turn, and try to think of what effects not explicitly mentioned they might have. It turned out to be a bigger job than I expected, since less of the options were likely to actually have no effects beyond what was stated.
Art Patronage - Wealth of the first and second kind can be used to create wealth of the third kind to the benefit of all
* S: -1 Econ, +2 Art
* M: -2 Econ, +3 Art, +1 Prestige, potential innovations
Art is likely to have two effects: the creation/ development of our culture (bringing together our increasingly disunited regions) and inventions along the lines of cartography, architecture, increased literacy (for storytelling, etc.) and a general increase in intellectualism.
Black Soil - Production is now regular and huge amounts of trash are turned to black soil every year, but there's always room for more production [Shapers] [King]
* S: -1 Econ, +1 Econ next turn, additional effects
* M: +1 Econ, additional effects
* used 2 times
Further uses for black soil, but possibly investigating different uses for different waste products as well? Using waste products in tanning to create leather comes to mind, though it's pretty disgusting work - I imagine our penalty against envirnomental damage would kick in.
Build Chariots - Once the domain of rich nomad chieftains, there is now enough copper to make construction of this new design practical for the People and deployable on a large scale. Used: 0 times
* S: -1 Econ, +1 Martial
*M: -2 Econ, +3 Martial, other effects
The invention of rudimentary carts to carry large quantities of goods certainly comes to mind -
@Academia Nut , do we already have carts for transporting goods? It would be odd to have chariots before carts, but we stole them from another group who themselves quite possibly stole them, and we never did take a main action on this to my knowledge...
Build Watchtowers - Stone and brick towers for warriors to sit in and scan the horizon for trouble, these towers can help stave off raids and improve response against attacks. (Northshore has some watchtowers)
*S: -1 Econ, some watchtowers
*M: -1 Econ, many watchtowers
If we had a bunch of watchtowers in line of sight of each other, we could feasibly have them signal one another by lighting signal fires. This would probably have a pretty massive effect on response times to threats. This action doesn't actually mention additional effects, so it would likely be an effect of another action (or just a random invention? Those happen sometimes, right?)
Copper Mine - A source of copper is known within the People's territory, and it can be expanded to produce not just small amounts of the ore for art purposes, but into a full fledged mine, but the effects are currently unpleasant. Stability cost can be reduced if a way of mitigating the ecological damage can be developed.
*S: -1 Econ, -2 Stability, +4 Econ next turn, other effects
*M: -2 Stability, +4 Econ, other effects
(I'm pretty sure this has actually dropped to -1 Stability as a result of the new techs). Aside from the many, many potential uses for copper It is worth considering that this might be the first time we've dug deep into the ground since building the Grand Canal, and we promptly filled that with water - we might learn something from that? We have masonry, maybe discovering different types of rock will lead to some innovation.
Expand Economy - Encourage the growth of food producing activities such as farming, pastures, or fishing, depending on where focus is placed
* +1 Econ, potential additional effects
* 7 uses remain before requiring new territory
Honestly, given our current issues with disunited cultures expanding our economy might not be ideal - more people means less interaction with more distant group and more potential for fracturing. On the other hand, if we grow large enough then taking in larger numbers of refugees will cause less instability, since they'll be smaller compared to our increased population size.
Expand Forests - The People have knowledge of how to regrow and repair forests, which extends to bringing them to places they have never been, with considerable effort
* S: -1 Econ, grows forest, +1 Econ next turn if in settled territory and controlled
* M: -1 Econ, grows forest, +2 Econ next turn if in settled and controlled territory
We already have so many forests a few more are unlikely to do much, and we already use wood as a construction material. It's possible that as a result of having so many damn trees we'll be able to implement sustainable logging practices on a larger scale?
Expand Holy Sites - The current places dedicated to the spirits and wisdom have accumulated interesting objects and tellers of stories, but they could be made a bit better
* S: -1 Econ, +1 Mysticism
* M: -2 Econ, +2 Mysticism, +1 Art, potential additional effects
More literacy, more
SCIENCE MAGIC. This one is so broad in its' effects I can't really offer anything.
Expand Snail Cultivation - While now more reliably grown and harvested, the snail domestication has only managed to hold environmental changes at bay rather than increase production. More investment would increase cultivation
* S: -1 Econ, +1 Diplo
* M: -2 Econ, +2 Diplo, potential additional effects
I had to go look up what these snails were for again - apparently they're for making dyes. Might have an effect on Art? I'm not sure that was a thing when this option was first offered.
Expand Warriors - More men can be inducted into the ranks of the warriors every year and not face major food shortfalls
* S: -1 Econ, +1 Martial
* M: -2 Econ, +2 Martial, potential additional effects
We're currently at Diplomacy 5, Economy 5, Martial 8 - I'm not sure if I should read that as us being particularly fierce at the moment or - since it hasn't really been a focus of ours - our martial points are each weighted less in worth versus our other points (in that specific field that is - conducting war with pure economy would probably go badly.) Anyway, more soldiers might mean more stability, and we might learn something relating to military thinking, as a result of having to manage larger numbers of troops, and to have to consider whether using large numbers of troops might call for different tactics and thinking to smaller numbers.
Improve Annual Festival - A festival for every season, but their expansion can help put the People at ease and teach good practices.
* M: -2 Econ, +1 Stability, +1 Art chance for additional effects
* 2M: -3 Econ, +1 Stability, +3 Art, chance for additional effects
* Max Stability: Legitimacy - 1
This could be really good or really bad. It'll almost certainly affect our disunity problem, pulling people together into a shared culture, but it might end up having negative social trait consequences, especially when we already have culture problems.
More Blackbirds - Elite scouts and woodsmen, the Blackbirds are a potent force, if not exactly mainline fighters. More of them could prove useful
* S: -1 Mysticism, +1 Martial more Blackbirds
* M: -1 Econ, -1 Mysticism, +1 Martial, many more Blackbirds, additional effects
Blackbirds already act as our intelligence service, scouting and observing unseen. It only takes someone thinking of trying to do that whilst pretending to be someone who isn't a Blackbird, and you've got infiltrators. Probably super useful as a king.
More Carrion Eaters - Keepers of sacred and profane knowledge, the Carrion Eaters thread a dangerous path but bring valuable knowledge for treating wounds and inspiring courage, greatly bolstering the morale of warriors by ensuring them that their companions are not doomed if they fall. More could prove useful.
*S: -1 Mysticism, +1 Martial, more Carrion Eaters
*M: -1 Econ, -1 Mysticism, +1 Martial, many more Carrion Eaters, additional effects
Possible medical advancement (geared more towards injury than illness) and also the possibility that not only will our warriors have a large morale boost, but the increase in survivability means that warfare is less risky - so the warriors will likely be more willing to take bigger risks.
More Boats - The things are expensive but oh so useful, so having more of them will increase your capacity for trade, travel, and fishing
* S: -2 Econ, +1 Econ and +1 Diplo next turn, other potential effects
* M: -2 Econ, +1 Econ end of turn, +1 Econ and Diplo next turn, additional effects, tiny chance of innovation;
* used 3 times
Boats! Possibility of increased connections between our provinces as a result of the improved travel, which might indirectly have a knock-on effect on our culture issues, we might possibly invent better boats (more suited for long-distance travel?)
New Settlement - There are a few new sites that could have new settlements placed on them: within Northshore (inland to the north into the plains), badlands, eastern hills, northern pastures within Stonepen, southern shores, west of the Black River (west of Northshore province)
* S: +1 Econ next turn, increases number of times Expand Econ can be taken
* M: +1 Econ and +1 Mysticism end of turn, increases the number of times Expand Econ can be taken
Special: Badlands settlement requires a Main action to work at all and only returns as a Secondary, but increases response time and decreases logistics for movement in and out of the badlands
Special: Main action for Eastern Hills, Southern Shores, Black River produces a new province
Possibly extra effects based on location, but I haven't been keeping track of the provinces to be honest. Again though, increased population - and increased
spreading of that already varying population - might have negative effects.
New Trails - The new coastal settlement is supported mostly by boats and the expansion of the limited trails there would be of great utility
* S: -1 Econ, +1 Centralization, other effects
* M: -1 Econ, +1 Centralization, +1 Diplo, other effects
More and better travel would be useful for many reasons, generally making everything more efficient, from transporting goods to responding to threats to simply communicating.
Proclaim Glory - A recent innovation from the south, by using art the King can promote people to trust his decisions; modified by Diplomacy skill
* S: -2 Art, +1 Legitimacy
* M: -3 Art, -1 Econ, +1 Legitimacy, +1 Stability, potential +1 Prestige
* Max Stability: Legitimacy
Would probably help bring our people together, more explicitly on our terms - this is actively promoting our way of doing things after all. Might help with the Stallions, though they might just think we're being arrogant? Don't know if they'd react by being impressed or seeing someone who thinks he's better than them and ought to be taken down a peg or two. More probably the first though, given the focus is entirely on "I'm great" and not "you suck".
Sailing Mission - The new boats have proven themselves capable of exploring long distances, so what else might they discover along the shores of the sea?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
Exploration! Might lead to mapmaking (to relay back where everything is), might discover new peoples to trade with, might discover other points of interest.
Study Forests - The holy site within the sacred forest is the repository of lore on the forests and the things within them, but could the shamans learn more? 1 Use
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
Research action, not sure what we'd find in the forest we haven't already though. Maybe some plants or animals with useful properties?
Study Health - What secrets of nature can be used to improve the health of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success
Another research action, depends pretty much entirely on what aspect of health is affected. We might be able to improve our sanitation systems with our new theory - maybe we'll work out that even if it isn't diseased, general muck and grime can cause problems?
Study Metal - Metals can be extracted from certain rocks, but there are toxic byproducts. Can anything be done about this, and can other metals be extracted?
* S: -1 Mysticism, chance of new insights
* M: -1 Econ, -2 Mysticism, greater chance of new insights
Probably progress towards handling mining and smelting operations safely, and towards getting other metals.
Study Stars - What secrets do the heavens hold when you study the stars and their motions carefully? 6 Uses, 3/3 Uses in a Row
*S: +1 Mysticism, tiny chance of new insights
Cannot be used as a Main action
Navigation by the stars can be useful -
very useful out at sea. This would also likely improve out mathematical theories. Probably better to wait until Stonehenge though.
Survey Lands - Foreigners have discovered strange materials within their lands, are these materials perhaps also found within the lands of the People?
* S: Potential new discoveries
* M: -1 Econ, improved odds of success; used 1 time
Literally just finding new resources of all sorts. I'm not sure what we'd find - what resources are we currently lacking knowledge of?
Trade Mission - Sending a major caravan to another large group can bring new opportunities and find out more about the outside world
* S: -1 Diplo, additional effects depending on target, +1-2 Diplo end of of turn;
* M: -1 Diplo, -1 Econ, additional effects depending on target, +1-2 Diplo end of turn, +1-2 Diplo next turn
Trade, potential tech gains like with the metalworkers, knowledge of other groups etc.