I updated crime and environment property pseudobuildings list to be more readable.
Also I listed totals of worst case property mismanagement.
Added river and water tile reductions for pollutions.
Some interesting things: If you let crime/pollution out of control in single city, then all cities will get -11
(depends on techs)/ -7
respectively.
If you let disease out of control, then
/
/
yields will get -75%/-97%/-70% reduction of yield.
Unhealth/Unhappiness from diseases is much more punishing: Max values are -76
/ -82
That is what Joseph did to diseases. All that +health and +happiness buildings are more useful now.
Now you have to watch out for disease not just animals in Prehistoric and later eras
Due to nonlinear nature of % modifiers (% modifiers from all sources are added to each other) more developed cities with certain resources, civics and traits cope better with -% modifiers from properties.
That is if total % modifier without property pseudobuildings is at 200%, and you have -50% from properties, then base productivity still is increased by 150% (total %modifier is at 150%).
In case of total % modifier of 0 from everything except property pseudobuildings, you would get -50% final productivity modifier.