Hmm I really don't think it would be a good move to add separate meters for this for every individual unit in the game. It's the kind of thing that might sound appealing to begin with, but would add up to being burdensome and eventually impossible for players to keep track of multiple factors affecting individual meters across dozens to hundreds of separate units every turn. Besides the performance costs, in practice each additional factor could add lots of unwanted complications, eg: you'd have to individually determine in every city what units receives extra food vs storing it for population growth, or have players frustrated when the food system doesn't do what they want do players really keep unemployed units inside cities? if so it's already desirable to just move them out, and the same goes for starving units there's already a very strong incentive to work specialists at the profession with their production bonus; adding even more bonuses/penalties to this won't make things more interesting & will instead just force players to clear the specialty of any unit not exactly matching its profession, with a rather boring/homogenous result. It's a good idea to let unfulfilled Demands have some social consequence; but with the short working lifespans and non-individualist nature of medieval society it doesn't seem a good fit for every individual unit to have its own meter that you'd have to keep track of. If you wanted to make some social factors like Demand matter more it could be good to let them affect the existing Fealty score for that city; this would let each individual unit have its own effect without becoming too burdensome from having to track every individual unit separately. However your idea about having some corruption to restrain large/decentralized empires I do like a lot. It could be possible to import the already existing code from CivBtS Civic system (eg corruption cost per number of cities, and corruption cost for distance from capitol).