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So actually yes, there is at least one more source of production increase and it doesn't cost any energy. Since every faction can research all tech, this is available to everyone, though it may be a waste if you're not building human armored units. (Though given how good Crusaders are with upgrades, why wouldn't you???)
Anyhow just figured I'd mention it. I'm still going to use this mod because it'll save me building the second conyard I start every city with.
Also, having a situationally useful tech means that if I wanted to have a game where I started with research tiers unlocked (I like having the first tier unlocked on my games. helps me get to the fun part faster) it means I'm locked into this niche tech every time I start a new game regardless of whether I want it or not.
I think both sides of the argument have valid reasons, but that's the nice thing about mods, you get to apply a mod only if you think it's a good idea.
If that's the case, then that means that this is not only a niche tech, it's also a tech that's hurting you for the rest of the game when this problem has been overcome since you're still being billed that extra power upkeep. You're essentially paying 100% more power for 16% more production. Does that sound right to you?
7 production means that as long as your disloyalty is -7 or above, you get at least 6 output, thus constructing building as full speed, letting you get your first 2 cities up 1 turn faster, and protecting you from both disloyalty and insufficient worker slowdowns