lol... last time i checked buildings didnt cost money... but as i have said before maintenance is not a good thing to play with...
I think we should keep health buildings ie you sewer idea seperate... because it might be advantageous to keep health buildings slightly distant since health seems to be the primary impediment to getting large cities in the mod atm...
We should probably keep to what we have minus the financial quarter and see what we need to add on later
A list of the buildings we have removed from the conventional mod and whats left might help us decide if we need anymore quarters
Funnily enough Agricultural changes were not terribly important... rant comes into play "Malthus created a model to explain human growth in wealth called the Malthusian trap.. whereby humans reproduce faster than agriculture can produce food..." ie i dont think improved agricultural methods mattered much... the best time for farmers in the middle ages was after a great big plague.. ie smaller population of farmers and more to go around... since with a shortage of labour wages would rise... until people made to many people and they would fall...
I dont mind keeping government reducing maintanence costs (even if that is kind of silly) but increasing maintenance costs and fiddling with them to much is going to be annoying to say the least.
@AH Govermental taxation took the form of tarrifs and restrictions on trade... they killed the generation of wealth... they probably contributed to a net decline against state incomes
And banks i dont think are needed or terribly relevant... they should be balanced out by changes to the merchants quarters
@PH another reason why we dont want to many is the fact that you can only build 3 quarters... diversity is fine but to much might play merry heck on balance... and since there quarters.. shouldnt there be 4

3 limits on guilds is good but maybe we could have 2 quartes available to be built at pop 1? etc
@AH the second part of you idea is interseting and i was toying with it.. but it might be a tad difficult to impliment and/or balance... civ only really works with raw materials... manafactured goods just dont work in the model of the game terribly well