Thank you, cloakblade, for taking the time to respond to my thread. Any constructive criticism is welcoming including issues and problems that my idea will bring and is appreciated to help improve it.
The crop quality bonus is going to be minor and it will not give a bonus or chance of bonus directly, only a better chance of achieving a higher quality limited by the maximum. It will not improve quality growth interval beyond 5 for normal growth or 2 for soil capped growth. This is simply an idea for that type of totem though and is not strictly necessary. For random based task such as farming and cows. The bonus should not exceed anything that you cannot reach without decoration, just gives you a bonus chance of achieving closer to the maximum. For ones that gives flat bonus to quality, it depends on the item created. Things derived from the Wu Xing will have a very low increase due to how important the natural resources are. If this doesn't work, there should be other bonuses that can be implemented instead such as being able to draw more resources from nodes before the quality drops which may probably be a better solution.
The other issue that you raised about having multiple villages for one group does raise some problem and I suspect that will occur when I was planning this idea. This is why I believe it can be mitigrated by its temporary nature which will require larger maintenance for multiple vllage decoration. In addition, having multiple villages in itself is additional management effort as well.
In light to your concern about the decoration being resource hungry, ideally it should be made of a moderate amount of fairly gatherable or craftable items though that probably isn't going to be the case (particularly if the items are made of cast, bronze, or wrought). The cost will be the biggest factor on the implementation of the decorations. Things that are made of harder to mass-produce items such as steel related items would be troublesome for decoration but raising the bonus won't be ideal to rectify that either.
Looking at the list you propose frm the other thread, they seem a good idea except movement which is overpowered as mobility during battle is very important and a large advantage as giving chase or retreating will side heavily on the ones with movement speed and even develop kiting techniques (yes it is possible but difficult to perform). A minor FEP bonus could be added to the list as well.
If you foresee further problem with the idea, please let me know. If you have suggestions details related to this idea, please post it as well.