Government
- Feudal Monarchy: +7 Free Units, +1
with Barracks (early growth an aggression)
- Divine Monarchy: Draft, +1
from Military Units stationed in city, +1
with Castle, +25% Espionage (more advanced militarism, the economy can handle the extra army get a boost in number of units, keep a firm grip on the state)
- Limited Monarchy: +1 Hammer per town, can spend Gold.
- Merchant Republic: -25% maintenance for Corps, +25% Gold, +25% Commerce in Capital, +100% war wariness (great for corporations and "peaceful" economy)
Divine monarchy should cap at 2 or 3 happiness for military, pref 2, and remove espionage bonus. Maybe "Plutocracy" instead of "Merchant republic"? We could also call "Limited monarchy" "Constitutional monarchy"? +25% gold seems a bit OP, maybe +15% as the other production bonuses? Instead of the war weariness penalty +1 gold per unit is better, happiness is not a factor in this mod
Law
- Feudal Law: +20% Unit production, -50% distance maintenance from distance (decentralized and let the lords take care of the army)
- Bureaucracy: same as now, good for small Empires.
- Religious Law: unlimited Priests, lower war wariness, foreign religion unhappy, +2 culture per specialist
- Common Law: +100% Culture, penalty for players without Common Law
Remove unit production from Feudal law, its already in religious civics. Give +3 exp, the requirement to always provide troops for the king. Religious law should be nerfed to +1 culture per specialist. Common law should give -50% number of cities and -25% distance to palace, the rule of law decreases maintenance costs, and keep the penalty for others
Labor
- Serfdom: as is now, boost to farms for early growth
- Free Peasantry: Double Speed for workers, +50% growth of Towns (maybe we can set this one earlier, Code of Laws perhaps)
- Apprenticeship: +1 Hammer for Workshops, Water and Wind Mills, Unlimited Artists, Merchants, Scientists (big deal in Guild times)
- Free Labor: +2 Specialist per city (they take care of themselves)
A free peasantry should boost the lowest forms of cottages, not the town ones. Free labor, a bit too OP. How about +10% hammers, economy is more effective?
Economy
- Manorialis: same as now (early growth, Manor House offsets the lack of early trade routes and the farms give an additional boost)
- Trade Economy: +1 Trade Route (associated with Arabic Knowledge, but no Corp bonus)
- Guilds: +2 beakers per specialist (this was the dominant model in the high middle age era, it will work well with apprenticeship)
- Mercantilism: +2 gold form town (this does't remove foreign trade, it mostly taxes it and protects the home economy, it should come around with astronomy)
Guilds would be enough with +1 beaker just like the +1 hammer bonus
Religion
- State Religion: +15% buildings
- Theocracy: +15% units production, +2 exp to new units
- Organized: +100% birth Rate (maybe move that to Philosophy)
- Free Religion: as it is now
Remove +2 exp bonus, se feudal law