Now that we are back to being... less on fire, I expect us to have some free actions that we can be flexible about. Oh, sure, most of our time is going to be spent on whatever flavor-of-the-day problem/opportunity we have to deal with at the moment (currently Pirates, the Guild Quest, and Myranyn Reforms), but we will have some free actions to work with, at least. In light of this, I want to make a list of the lowest-hanging fruit: options that can be done with minimum time or resource commitment in exchange for significant returns with negligible risk.
{S} Palace Annex (x4)
Basically EVERY palace annex we've built has proven itself worthwhile. Whether it is temp-damage protection, tech income, increased martial cap, or tech refunds, I don't remember every regretting building one. We still have at least four annex slots (more if AN ever gets around to updating that to account for our increased number of provinces); it is an absolute shame that we aren't using them.
{S} Build Road
Building Roads is something that we all knowledge as necessary, but that we hardly ever gets the time for. However, right now, we are at 17 roads... which means that one more widens our centralization range by one. Since we know widening centralization range has narrative effects, and a higher range means that mechanically we can store up more centralization to spend on PSN in emergencies, I think this is well worth the single action it would take.
{S} New Free City
Each Free City gives us +1 Econ/turn, +1 Culture/turn, +1 AI Passive Policy, and +1 to our upper Cent cap, all at the low cost of one subordinate slot. Except one more Free City would make our third, which means we get a Legacy slot from it. Can we please do this before someone else takes it?
{M} Expand Forests
I can't remember if we've done the new Main Expand Forest action, ever. Not only is it net-positive in terms of stats (+1 Econ, +1 LTE), but it gives us an extra Sustainable Forest (which we can certainly use), and maybe gets us to invent paper (which we can really, really, really use). It is not certain, but the first time we do an action has often yielded something nice; it is very much a shame that we have put this one off so long.
{S} Saltern
Okay. The truth is, the provinces are never going to get to it at this rate, and since we are going to have an unpaired Saltern after losing a Trading Post, this gets us 1 Wealth/turn.
~~~~~~~~~~~~~~~~~~~~~
Here are some other notable mentions; actions that are also highly valuable, but have notable downsides:
{S} Invite to Games
This pays great dividends at 1 Diplo/turn and improved relations with the chosen polity, but can fizzle if we use it on someone who isn't interested, and can also cost us conflict or prestige if they try to get us involved in their wars.
{S} Integrate Colony
This pays MASSIVE returns, getting us two extra secondary actions. However, it is actually a net loss of actions if you assume the colony had been doing useful things, and it decreases our cent cap due to overextension.
{S} Hunt Troublemakers
Gives us advance notice on possible problems. Could be incredibly valuable, or it could be worthless - depending on what information it gives us and whether we have the time and ability to deal with it. The downside is that the -1 Intrigue by itself costs almost a full main worth of resources, and the action adds another secondary on top of that. Cheap, it is not.