Before you guys go further into buildings and such, I think you need to take a step backwards.
Right now there are a dozen or so ideas floating about, some temporary graphics, and the idea of a Governance yield. However, there is yet to be a solid concept of WHAT all of that does together. What I find most useful is to try to type up a short description of how the new function would work in the course of a game.
Some things to consider:
You are creating a yield. Is there a penalty for not having Governance? Is Governance simply a "Culture" yield for government policies?
Stability has been brought up. Will governance control stability in some way? Does it exist more in non-puppet cities? Have you thought of ways to make the AI handle this?
Balancing is a very fine process. Adding a new system with a new yield that adds new policies in the form of governments WILL imbalance the game. Remember that for every boost to science, culture, gold, and production, you are causing the game to go by faster, eras to get shorter, units to obsolete faster.
As I said, start with the rough sketch of what it all does before you start worrying about the names of things.
Right now there are a dozen or so ideas floating about, some temporary graphics, and the idea of a Governance yield. However, there is yet to be a solid concept of WHAT all of that does together. What I find most useful is to try to type up a short description of how the new function would work in the course of a game.
Some things to consider:
You are creating a yield. Is there a penalty for not having Governance? Is Governance simply a "Culture" yield for government policies?
Stability has been brought up. Will governance control stability in some way? Does it exist more in non-puppet cities? Have you thought of ways to make the AI handle this?
Balancing is a very fine process. Adding a new system with a new yield that adds new policies in the form of governments WILL imbalance the game. Remember that for every boost to science, culture, gold, and production, you are causing the game to go by faster, eras to get shorter, units to obsolete faster.
As I said, start with the rough sketch of what it all does before you start worrying about the names of things.