Here are some of the modifiers I am looking to remove.
Garrison and Military Base: These buildings do not need a unit production bonus in addition to XP. These buildings are currently doing three things: provide XP; increase unit healing; and provide a production bonus. The XP is the primary purpose for this building line in the first place, and I'm fine with the unit healing, but the third ability isn't necessary and infringes on the Armourer line. Removing this will mean fewer units on the battlefield.
Security Center: This building does not need a bonus to city defense. The purpose of the Security Center is to upgrade both the Security Bureau and the Radar Station, slightly improving both of them; the Security Center gives +1 Magistrate slot, +25% espionage defense, and -10% damage from air attack over the previous two buildings. City defense from buildings at this point in the game is almost useless; any offensive unit will ignore city defense. So pulling this out cleans the Security Center up a little.
Manor: This building's effects do not make much sense to me. Manor should be about self-sufficiency, not culture. I want to give this building +1 food instead of the +1 culture and the -25% anger duration. The anger duration would only come into play if you were dealing with unhappiness from an event. The reduction applies to whipping and temporary unhappiness from events, but we have removed whipping completely. Drafting uses a different timer and there is no XML tag to reduce this. (I think this would actually make a better effect for the Draft Office, but I can't code new tags.)
Garrison and Military Base: These buildings do not need a unit production bonus in addition to XP. These buildings are currently doing three things: provide XP; increase unit healing; and provide a production bonus. The XP is the primary purpose for this building line in the first place, and I'm fine with the unit healing, but the third ability isn't necessary and infringes on the Armourer line. Removing this will mean fewer units on the battlefield.
Security Center: This building does not need a bonus to city defense. The purpose of the Security Center is to upgrade both the Security Bureau and the Radar Station, slightly improving both of them; the Security Center gives +1 Magistrate slot, +25% espionage defense, and -10% damage from air attack over the previous two buildings. City defense from buildings at this point in the game is almost useless; any offensive unit will ignore city defense. So pulling this out cleans the Security Center up a little.
Manor: This building's effects do not make much sense to me. Manor should be about self-sufficiency, not culture. I want to give this building +1 food instead of the +1 culture and the -25% anger duration. The anger duration would only come into play if you were dealing with unhappiness from an event. The reduction applies to whipping and temporary unhappiness from events, but we have removed whipping completely. Drafting uses a different timer and there is no XML tag to reduce this. (I think this would actually make a better effect for the Draft Office, but I can't code new tags.)