[X] [Crisis] Disavow them, they are on their own (-5 Martial, -1 Legitimacy, potential for war with the Storm Tribes, Crisis Continues)
[X] [AG] Gain a permanent Passive Innovation Policy (2 extra innovation rolls, -1 Wealth/turn)
[X] [Main] Build Roads
[X][Secondary] Proclaim Glory
[X][Secondary] More Warships
[X][Guild] More Warships
We have the money to pay for the Innovation Policy, as tempting as 2 immediate tech is.
As for the Crisis...the tail does not wag the dog. If they start a fight, they can take it in the teeth for a bit before we do anything. I'm not willing to trigger a Civil War over it, though, that's nonsense.
Proclaim Glory to fix Legitimacy partially (needs to be repeated next turn), Roads for Centralization
Double Warships to bleed off Martial and pump Naval Power for the Quest