King actions are folded under Patricians actions, which is essentially every action.
Since Patricians are the Ruling Class, they have the ability to take almost any action, though some actions can only be taken in specific circumstances.
Then our King fails to be a King, since while they are indeed our ruling class he is The Ruler of the class, which should come with privilges and right that belong only to him, given that he is the highest authority among the People
We might be able to oppose Faction actions by Supressing said faction, though I'm not sure how it would work exactly.
Then the entire system is unbalanced, as it robbs us the chance to prevent NPC actions that the player base disagrees with, which stands at odds with the Spirit of the quest, where the players guide our civilisation and we see where it takes us
I'm not saying it has to be easy, but the option
should be there, maybe at the cost of Stab and Legitimacy each time, because as it currently is, we can/will be forced to conform with history simple due NPC actions, that we cannot defend against
[X] [Dam] Make it as big and impressive as possible (2 Wealth and 2 Tech per action added to remaining costs, requires an additional 3 actions to complete)
[X] [Purity] While their vigilante violence was wrong, maybe they have a point here (Pride in Acceptance downgraded to Cosmopolitan Acceptance)
[X] [PP] Skullduggery (+1 Intrigue/turn, -2 Diplo)
[X] [PP] City Support (4 Econ cost for True Cities offset each turn, -1 Tech)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn)
[X] [PP] Infrastructure (+1 Free Progress to an infrastructure project (Aqueduct, governor's palace, saltern, etc.)/turn) x2
[X] [PP] Defence (+1 significant walls/turn)
[X] [PP] Special: Forestry (+1 Sustainable Forest and -1 Econ Expansion/2 turns)