So far the ideas for reworking the Dural into the ideas I have in mind:
Each city must erect the base building. It's a tall obelisk with a labyrinth of rooms at the base. Here the mages indoctrinate new members into society. The obelisk itself radiates it's power out to the rest of the city. While the building design is complex, it is identical in every city it is built. This building requires a connection to the capital to be built.
Hammer cost is 120 hammers.
Individual projects:
Defense tactics. By using telepathic signals defenders can be coordinated to be where they are needed most. This provides a defense bonus in all cities. Effectively replaces the Pallisade, except for the first strike.
200 hammers cost.
Knowledge coalesced. What people would normally write down into books the Dural focus into an orb that allows one to live the experience as if through the eyes of another. The most important of these experiences are selected and made a part of the package each person recieves when coming of age. +5% research bonus across all cities. Repeatable. 100 hammer cost (+25 per instance after the first). Replaces elder council.
Craftsmanship. With a focus on quality and artistic expression young Dural merchants through their shared knoweldge and experience can command a higher price for their goods. +5% wealth all cities. Repeatable. Replaces market. 100 hammer cost (+25 per instance after the first).
Through streamlining division of labor, communal use of tools, and passing on crafting techniques, manufacturing can be done faster and more efficiently. +5% production 200 hammer cost (+50 per instance after the first). Replaces artisan workshop.
Trade. By anticipating needs of visitors and catering to them the Dural are more able to attract foreigners and facilitate trade. +5% foreign trade route for all cities. 75 base cost (+15 hammers per instance beyond the first). Replaces tavern.
Military tactical theory. Strategies are developped and made a part of the the military unit training. +2 exp to all units of a particular type. Separate building to replace training yard, archery range, jousting tilt, hunting lodge.
Certain infrastructure-type buildings are unchanged (forge, harbor, walls, granary).
Rather than receiving great generals, the Dural take their military knowledge and share it as part of the training process. All units start with extra experience equal to total experience earned ^ 0.5 / 10 (so +1 exp at 100 exp total, +2 at 400 total, +3 at 900 total, etc).
Guilds might work differently too, but I haven't quite decided how.
As for the under-the-hood stuff, I plan on using the event code for modifying the output of buildings to get the one super-building. This will be controlled using python. The game will save anything created in the __init__ stage, so that makes variable management easy.