*Deletes rant.*
You have offered, at best, an opinion as to what you feel should be done and presented it as fact on what should, in fact, be done, with a couple of suggestions on how you would go about achieving that.
I have expressed counter arguments for why much of that doesn't hold up and you did not express arguments that actually addressed my concerns and misinterpreted various aspects of my plan.
Since you have failed to address any of my concerns, I can't count anything beyond your initial statement as being critique, and one based on personal goals.
Btw, biggest sticking point? You want to wait a turn to get stronger before we attack an enemy completely out of position that we could murderize. I can't even begin to express how much you have failed to address this issue.
My argument has always been simple. Use some of our Guild actions on textiles (since it's our best wealth generator) to build a wealth buffer and pay for other things, which allows our King actions to take important actions. It's a short list of suggestions because it's easy and the main thing I'm interested in. The exact specifics of what those king actions do are less of a concern for me, aside from broad stuff like wanting to complete quests when possible and increasing stability if we can, which is why I mentioned them. You don't need an action plan for everything.
I responded to your counter arguments. Of note, Trader quest, the value of stability/martial and the relative lack of urgency for Docks innovation rolls at this time, none of which you responded to. The only way I could have misinterpreted your plan is in that I said it avoids textiles and uses other actions and overflow to cover for lacking it. By your own admission, your goal with the plan was to not monofocus on wealth (something I wasn't advocating either, by the way), which translates to no textile actions, so I stand by that statement.
As for the war concerns, I addressed them. They'll still be in the lowlands if they're occupying the minors instead of attacking, and it allows us to build up another turn. In the event that this happens, I would consider it a
good thing because this turn is likely to be our most dangerous since we're coming into it with little wealth or martial, and we can use the breathing room to rectify that situation and hulk out next turn if needed. If they do attack, then they're still out of position and we can use a react vote to intervene, freeing up actions.
As I said, the only situation where I don't see waiting as a positive is if our
goal is war with the HK, rather than simply dealing with them when they cross the line. Even if they spend generations turning the new territory into hardpoints and we lose the chance to strike them entirely, that breathing room is a godsend to us right now. I don't see how that doesn't address those concerns.