I get that part, that's why I said only drop about half the levels. I would be fine with doubling the costs and the build time for each remaining level. And the name are annoyingly generic. If it was RP stuff it should have more flavor.
Also the bonuses counteract each other, like you get one with a tiny tax raise and then the very next thing nerfs that tax boost and more. Same with garrison and levy boosts. It would make sense with disconnected chains. One for garrison and levy and one for taxes and so forth but it doesn't work like that.
Also the values need to be equivalent to what you get for conquering more land. Even with my small changes like 3 levels of great administrator and my ruler designer abused stewardship stats conquering more land was almost always more useful than buffing a holding. If it weren't for the build speed boosts I had it would be even worse.
I mean with everything set to duchies war isn't even good. You are lucky if you can grab 3 counties for a holy war costing hundreds of prestige and piety and that's still better than leveling holdings. I max leveled my capital for lulz and I did get some value from the retinue bonuses but otherwise its pretty meh.
Well once shouldn't expect more than accidental brilliance from a mod I guess.
I won't argue with the naming scheme, since it does tend towards stretching the limit ("Incipient Administration? what?).
In any case, I think Shaytana's main intention in adding tons of buildings is to make late-game play viable, ie. prevent all buildings from being built early with enough money as with vanilla, aside from flavour of course. Events that trigger with each building chain completion would be nice I agree (though slightly low on priority of course since there is a lot to improve on besides that).
As for bonuses and maluses, most of the buildings with maluses are those that add military power (I'm guessing it's to represent upkeep), while the tiny-incremental tax bonuses mostly represent a "backstage" gradual buildup of both governmental and economic infrastructure. I considered reducing the levels to five each myself (I somehow ended up overhauling them for the mod), but discarded the idea after seeing how much work it would entail (and besides, having 7 levels of administration build-up that take a year each is better than 2 levels that take 3 and a half years each since it allows
some degree of flexibility in the part of the AI and player [basically baby steps]).
As for upgrading the demesne vs conquering land, I kinda have to agree with you on that. Though lately, I've been trying to balance things such that expanding horizontally (ie. conquering) is not as profitable as expanding vertically (ie. demesne improvement), as Shaytana intended. Of course, it's a vanilla issue anyway, since there isn't a direct way of making the AI prefer turtling.
In any case, your feedback is appreciated since it's any feedback is a good reference for balancing (I did say that I ended up balancing the building system). Of course, it'll be better if you could try out more recent versions and post it directly on the LI forum instead, so that we could notice them and note them better.
(btw ... you ... wouldn't mind testing out the more recent module I've made right? Criticism is always valued[sub] ... at least I do, but I'm a masochist[/sub] :laugh