@Academia Nut errors in the action list:
Build Roads - New roads can better tie the people together, so more could be useful. (17/46) +5 Centralization Tolerance
* S: -1 Econ, -2 Wealth, -1 Tech, +1 Centralization, +1 Diplo, other effects
* M: -3 Econ, -2 Wealth, -2 Tech, +2 Centralization, +2 Diplo, other effects
Out of date cent tolerance; should be (21/55) + 7 Centralization Tolerance
(Also, should it specify "max cent tolerance"?
Build Wall - The practice of building city walls has reached new heights with access to superior tools making the cutting of stone simpler (26/58 significant walls, 4/45 massive walls)
*S: -2 Econ, +1 significant walls
*M: -4 Econ, +1 massive walls
Wall count also out of date; last update said 33/64 for significant?
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. With charcoal now in higher demand, can also provide a sustainable supply (7/8 currently locked up)
* S: -2 Econ, -1 Econ Expansion, grows forest, +2 Econ next turn if in settled territory and controlled, potential discoveries, +0.5 Sustainable Forest
* M: -3 Econ, -3 Econ Expansion, grows forest, +4 Econ next turn if in settled and controlled territory, improved odds of success, other effects, +1 Sustainable Forest
This still lists forests even though its on the front page, and its out of date on here anyway
Found March - Sometimes you need an extra buffer between you and hostile powers, or a place to stash excess warriors. Current Target: Spirit Channel
*S: -5 Martial, 2 Econ transfer, founds march to take independent martial actions
Might not be an error, but i thought you'd said we'd probably have another march option north of the parts of western wall we integrated?
Integrate Colony - Part of the colony of Western Wall, Txolla, or Hatvalley can be integrated into the People more fully, transitioning from a Colony to a province
*S: -6 Diplomacy, gain Econ and Martial from integrating Colony
*M: Same as above, completes at mid-turn
Integration targets are out of date
Launch Intrigue Mission - Whether inside or out of the kingdom, more offensive uses of intrigue can be used to attempt to gain an advantage
*S: -1 Intrigue, -2 Diplo, -2 Wealth, begins an intrigue event in target location
*S: -2 Intrigue, -3 Diplo, -3 Wealth, begins an intrigue event in target location with higher odds of success
Lists S for both secondary and main action strength
Suppress Faction - Use influence to curb the power of a faction.
S: -1 Stability, -5 Culture, -1 Faction Power, current faction quest fails but consequences negated
Should be -2 stab, with division of power value
Probably should have more aqueduct targets with our new provinces, unless we have enough provinces that provincial capitals aren't automatically targets?
Bath - Any city with an aqueduct may have a bath. Each {S} committed consumes 3 Wealth and 4 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (2/6), Stallionpen (0/3), Valleyguard (0/3)
-1: Redshore should have 3/6 progress
-2: Lower Valleyhome should be a target
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Culture and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3), Redshore (0/3), Redhills (0/3), Stallionpen (0/3), Blackmouth (0/3), Valleyguard (0/3)
-1: Redshore should have (0/6), since it already has a level 1 library.
-2: Lower Valleyhome should be a target
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (0/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (0/9)
Again, Lower Valleyhome should be a target.
Block Housing - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's EE limit by 5, but decreases the limit for cities without Block Housing by (5+total number of block housing). Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (0/6), Blackmouth (0/3), Valleyguard (0/3)
Super minor, but this still uses the term "EE Limit" instead of City Attraction, which you seem to want to standardize on.
Governor's Palace - Every palace lowers Min. Centralization by 0.5 and adds +1 to max interconnectivity, Temp Econ damage resistance, and adds +1 to max Martial, but also reduces Max. Centralization by 1 and can serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Culture and produces 3 Progress
This doesn't mention either the City Attraction bonus its always given, or the new RA Tolerance and Tech Refund
Marketplace - A more significant section than what is typically found in most settlements, these sorts of markets are meant to service massive urban populations. Level 1 transforms half of the Econ spent on a True or Free City into Wealth income. Level 2 increases this to 100% of the spent Econ. Each level increases City attraction by 1. Each {S} costs 3 Wealth and 3 Culture for 3 progress. Redshore (0/6), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)
Valleyhome should be (3/3), while Lower Valleyhome should be a target
Academy - There have been some suggestions that the way that the elite are trained could be improved, to the benefit of all who appreciate learning. (3-5? action commitment, -2 Culture and Mysticism per action, 0/1 Econ commitment)
We already completed the academy, the listing should be removed
Horse Valley (0/6) [Build Observatory 0/3]
We already have the observatory here, either should be 3/3 or 0/6 depending on if we can build a second level without upgrading the temple or not.
We don't have the gulvalley or borderhills provinces listed yet.
Shouldn't Valleyhome be 'Valleyhome (0/6)'?
(3/3), actually, since it can't build level 2 infrastructure.
Edit: Also the Build Academy Action and/or EP is missing, as
@8bitBob reminds me