hi there, I haven't played 6.3/6.4 so I don't know about the new buildings these SS versions have... however I have these ideas/suggestions concerning buildings and other things that affects populations
1. walls :
- I believe walls (mainly city walls, not castles) should actually have negative effects for laws, especially for the bigger ones (minor city or above), this is to simulate chaos on a bigger community.
- bigger walls which also simulate bigger cities should perhaps also have health penalties to represent the slum areas cities can have
- if possible, bigger cities can also mean the community there will be more tolerant to religious difference, so lowering the religious unrest there
I like the idea for religious unrest, but the idea of bigger walls = lower law is not a good one. A larger population should = reduced law, but not a larger city wall! Improving the size of the city wall would actually give more room (and more room inside the wall as opposed to gate towns outside). This would lead to increased law and decreased squalor, as the slums that had built up inside the cramped, smaller city walls would be able to expand into cleaner, healthier places.
2. farms :
- farms should have minor health penalty? farms are dirty and prone to pests
- farms' population growth bonus should be 1 or 2 step higher / tier
Yes, farms are dirty and prone to pests, but so are houses, streets, walls, gates, your hair/etc. Farms were no worse than any other medieval institution. Likely they were better, as high-level farms would improve the nutrition that people would get.
3. markets :
- markets should provide boost to mines income
- markets should provide small population growth bonus to simulate migrations from other regions due to opportunity of riches; perhaps 1.5% is the max on the highest level of market.
- markets should have law penalty to simulate black markets, illegal tradings, greed from peoples, corruptions and other evil things

; perhaps max 30% law penalty on highest tier and perhaps also give them minor corruption bonus?

- markets should have minor to moderate health penalties; I believe medieval markets were dirty

- market should lower religious unrest to simulate the gathering of peoples from different faith to trade there, thus have more tolerance?
- if possible, market should give small religious conversion bonus from neighboring religions that different than that region's religion, maybe 0.5%/2 neighboring settlements that have at least 50% different religion? is something like this possible? again, this is to simulate migrations
I believe that medieval markets were no dirtier than anything else medieval. Meanwhile, they introduced varied spices and diet to the populace, as well as many other valuable goods (like salt) that would improve health. The rest of your ideas though are pretty solid.
4. city militia buildings :
- should decrease happiness; people hate conscription

- should have minor health penalty
You really like health penalties!
On this one, as on all the others, I (humbly) disagree. Why would a town watch hurt the cities health?
5. council chambers :
- lower tier should have minor law bonus, however higher tier should actually have law penalty to simulate one of the effects from corruptions
- higher tier should have corruption bonus to simulate corrupt bureaucracy

- higher tier should have the small probability to give the governor small dread / dread traits - is this possible?
Two problems, one, corruption was not inevitable in the larger law buildings (although it was very, very common I think). However, look at this from a gameplay perspective. If a larger council chamber actually reduces law, why the heck would you build it!?!?
6. hanging place/guilotine like place (don't know the name since I haven't played 6.3/6.4, but I've seen it on youtube however I forget) :
- should have moderate law bonus; hang these criminals

- should have minor penalty to happiness; fear in the hearts of the people

- if possible, should have the probability to give dread to governor, your FL and lowering your faction reputation
Kinda like, but remember, these kinds of things were really common. Everyone did it, why would it lower faction reputation? Wouldn't it increase it, as people would know that justice (as they saw it) was done in your territory?
7. churches :
- should give minor law bonus
- however higher tier church should give corruption bonus; medieval church were corrupt

- minor health bonus
Sure, the medieval church was often corrupt, but not always. Still, a viable idea.
8. brothels :
- should have minor to moderate happiness bonus
- should give moderate law penalty; many kind of evils happened in such places

- higher tier brothels should have minor population growth bonus; exotics fun places attract peoples everywhere
Well reasoned.
mmm that's all I can think for now

however I'm no modder, just giving ideas that I hope can be implemented
opinions?

