EPIC OPTIONS: (requires and uses epic points. You can use multiple points per turn.)
Golden Age (home) - lasts for at least one turn. Whatever your people do best, will be done even better. Rebels will be quieter than normal, and your influence will be greatly boosted in all areas.
Great Wonder (location / effects) - a monument to stand the test of time. Can inspire the growth of certain traits or subtle effects of your choice for the rest of history (or at least a while).
Great Leader (category) - a huge one-turn boost in a specific area - Army, Navy, Culture, Economic, Religious, or Leadership itself. Conquests can turn into epic conquests. Oceans can be crossed. Wealth can be doubled. Cultures and religions can be reborn. Etc etc.
ARMY OPTIONS:
Conquer (enemy tribe/kingdoms) - try to gain permanent control of certain neighbour(s).
Raid (enemy tribe/kingdoms) - capture wealth, prisoners etc without trying to gain permanent control.
Intimidate (nearby tribe/kingdoms) - armed manoeuvres / minor raiding etc to scare certain neighbours.
Explore (adjacent land) - armed expedition to get familiar with unexplored territories.
Defend (borders) - army stays at home, to concentrate on defence.
Assist (allied tribe/kingdoms) - send your military to assist with whatever your allies are doing.
Oppress (specific cultures) - crush disobedience, or make sure there isn't any.
Massacre (specific cultures) - try to genocide the target group(s) of people. They can fight back!
Enslave (specific cultures) - they can fight back!
Develop (trait) - you get to add a new military trait of your choice, and also (optionally) remove an unwanted one.
NAVY OPTIONS:
Defend (home coasts/waters)
Blockade (enemy coasts/islands/ports/straights)
Battle (enemy waters) - try to seek out and crush the enemy navy.
Invasion (enemy coasts/islands/ports) - attempt and amphibious invasion.
Trade (anywhere or anyone) - navy concentrates on protecting and promoting friendly trade in this area.
Piracy (enemy waters)
Explore (area) - armed naval expedition to seek out new contacts and opportunities.
Develop (trait) - you get to add a new navy trait of your choice, and also (optionally) remove an unwanted one.
LEADERSHIP OPTIONS:
Power (home or allies) - the leaders concentrate on defeating or bribing any rivals to power.
Stability (home or allies) - concentrate on making the regime/dynasty seem rock solid and legitimate.
Impress (anyone) - show off your power to foreign peoples, or your own peoples, to influence them.
Help (home or allies) - the benevolent leaders try to make life better for the people, through public works, free gifts, festivals etc.
Interrogate (home or allies) - use spies and agents to root out disobedience, or perhaps to cause it.
Encourage (culture group / culture trait) - the leaders sponsor a certain culture (EG Chinese) or cultural trait (EG Literacy) within your borders.
Discourage (culture group / culture trait) - the opposite to the above, and more likely to cause some upset.
Develop (trait) - you get to add a new leadership trait of your choice, and also (optionally) remove an unwanted one.
CULTURAL OPTIONS:
Impress (anyone) - show off the best of your (majority) culture to neighbouring peoples, or minorities in your own lands. They may be influenced and/or adopt your culture.
Absorb (home) - attempt to assimilate all different cultures in your lands into one. This may create a new mixed culture (new generation).
Expel (culture group) - a popular backlash occurs, and your majority culture attempts to rid itself of certain foreign influence(s).
Develop (trait) - you get to add a new cultural trait of your choice, and also (optionally) remove an unwanted one.
ECONOMY OPTIONS:
Explore (anywhere) - privately funded land/seal expedition to seek out new opportunities and contacts, particularly of the commercial kind.
Trade (anyone or anywhere) - focus is on trading and dealing, wealth will increase depending on your needs/surpluses, and you may gain random culture/religious traits from trade partners.
Gift (anyone) - give a large portion of your income as a gift or tribute to another power, for diplomatic reasons. Or even your own people, for happiness and stability.
Invest (home or allies) - expand farms, mines etc, raising output (and thus wealth), and possibly gain random new economy traits too.
Develop (trait) - you get to add a new economic trait of your choice, and also (optionally) remove an unwanted one.
RELIGIOUS OPTIONS:
Create (religion) - attempt to found a new world religion, based on any five religious traits you specify, and influenced by your cultural traits.
Preach (religion) - promote the desired religion in your own lands.
Suppress (religion) - the opposite of the above, and more likely to cause upset.
Missionary (religion, anyone) - try to spread desired religion in the specified foreign lands.
Tithes (home or allies) - use religion to extract more toil (output) and wealth from the people. Prolonged use may cause unrest and disillusionment!
Bless (home) - try to use the power of religion to create calm and reduce tensions, through ceremonies and festivals etc.
Inspire (economic trait / cultural trait) - try to use the power of your majority religion to further develop an existing trait.
Condemn (economic trait / cultural trait) - the desired trait is seen as unholy by the majority religion, with various repercussions for you and possibly other powers too.
Authority (religion) - try to become the global centre of authority for your majority religion, giving you power/influence over all its followers.
Holy War (enemy) - try to use the power of religion to inspire a great zealous war against your enemy, possibly roping in other powers who share your religion.
Develop (trait) - you get to add a new religious trait of your choice, and also (optionally) remove an unwanted one.
RESEARCH doesn't exist until much later.