We're probably going to integrate Txolla very soon after we found a few more Free Cities to boost our province count even further.
There's really no point to rush integrating Txolla, at least until we've got the Lowland Canal built and that's at least five turns away, likely several more.
Txolla makes it super easy for us to generate EE which, ironically, doesn't give us too much. We can generate enough EE that we always have enough to run our Economy; even if we destroy EE willy-nilly, we can regain it through overflow or Black Soil/New Settlements. It's often more important for us to
limit EE because of how we built our society. All getting access to a super easy source of it is going to do is cause our cities to pop. Even our Free Cities could be at risk of popping like they are this turn. Once the Yeoman get actions, they're going to go all in on popping cities by laying down New Settlements or Black Soil + Expand Forests.
Taking our time until the canal is built allows us to urbanize as much as possible in order to prevent our Free Cities being exceptionally vulnerable to popping. The reason that we can be so urban is because we're on marginal land, as soon as we get to the good stuff, the balance of our whole society will majorly shift.
What would
really benefit us would be some way to convert EE back to Econ. Every turn we're stuck usually doing 2 [Main] Expand Economy each turn, one during the Main turn on Balanced policy and usually one from PSN. We use
a lot of actions to flip EE back to Econ. Having that taken care of would go a long way to allowing us to do other things and drill down on more elective stuff like roads or forests.
well we need roads anyway, though.
If you want to make roads a lot easier to get, vote for picking up Wildcat Prospecting or Pioneering Spirit from the Storm Ymaryn with PiA. They would allow us to reduce Centralization much easier so the 7 Cent we're looking at from Roads would be easier to stomach. The both of them would also make Enforce Justice much more available as well.
To be more serious, I do not expect high RA to limit our innovations so much as our choices.
There's a difference between having high RA and being over our RA limit. It's similar to Centralization. I remember (vaguely) a comment AN made about modern, western civilization being something like Centralization 30-40 on the scale we operate under. It works relatively well in modern times, but that would turn our empire into an impossible to move brick. There's only so much RA we can tolerate before the delicate machine of civilization fails.
Too low RA means our culture doesn't respect its values, remember its history and has nothing to bind itself together. Too much RA makes people dogmatic, fundamentalist, and narrow-minded. The thing is, what qualifies as 'too little' or 'too much' changes based on our level of sophistication. The relative limits matter here, not the absolute numbers. That's why Academies and GPs are so good, they allow us to enjoy more of the good parts of religion without having to deal with the negatives.
...Yeah, okay. I am not sure what we're gonna be getting with Gilded Age. Mills, mills, and more mills suggests that mechanization might be a possibility.
Frankly we need roads more than anything else... Although railroads would be even better. That's probably a very faint hope, but if we could get railroads maintaining a farflung empire would get a lot more plausible.
We might get some variation of catapults. We just got balista and I remember we originally got Bolt Throwers from a Build Mills innovation. Considering our Genius Martial and the fact we're going to be invading a heavily fortified enemy, we might see innovation in that direction.
As for railroads, not likely. We simply don't have the insane amounts of iron necessary to make that feasible. Maybe in mines you might find rails, but for general transport? That has to wait until the industrial revolution.