In the recent push I have added Yield_Bells to be used as an Upkeep cost for Civics. There is code to make it somewhat general Yields, except for Cargo Yields. I would think that Cargo Yields would need to be subtracted from your Storehouses, but then you have issues of like what city to take it from and such. So, I have left off cargo yields at the moment. Also, to add other none cargo yields I will have to add more generic code to the DLL and you would have to edit python files like I did with Yield_Bells, as the code is pretty generic, this is planned.
I have changed the name of Yield_Bells from Fealty to Administration. Workers in your Townhalls and such will now produce Administration and attempt to run your Empire.
Also, to help keep track of your Total Admin Production - Admin Upkeep I have added a few extra visual helps. If you have Admin Cost you will see an Admin Icon (Crown) on the Turn/Date bar with the difference total. If this is red you know you need to make adjustments. So, if the Pope censures you and you lose Admin Production this could very well go Red and you will not be a happy camper (is anyone really ever a happy camper?). Also, there will always be info in the Civics Screen.
Also, inside Cities Screens, the Admin Production Value (previously Fealty Value) will go Red if you have an Upkeep deficit, and mouse hover help text will give you a warning.
I plan to add a Gold Cost to Upkeep as well, this is already in place but there are no Visual aids to help you manage it all. So, I will have to work on adding that for the next push.
Edit: the Visual aid layout is still up for suggestions so any input will be helpful. I added it to the Time/Turn bar for simplicity at the moment, however, if we start adding Gold and other costs like Crosses and such we may need a different area to keep track of Upkeep Costs.