@Alkyon
I've tried to limit the number of new resources so that the important ones don't end up being diluted and too few on maps. In the past, I've had problems with that so I usually stuck with only 10 new resources. This version will add 12 new resources.
A lot of the new resources are tied into one or another of the 5 new corporations. For example: Papyrus, Ancient Temple, or Lost Civilization are required for the Amra's Antiquities Corporation. I have to check if Papyrus (credit the TAM Team, BTW) gives a research bonus to libraries (I've forgotten

), but if not that is a good idea.
@kwarriorpoet
I'm glad you're enjoying the Beta and were able to include the Venetian Republic. Out of curiosity, what are you using for the UU? I looked at it briefly but wasn't sure about the Trader unit. I'm considering adding it. I like the LH & the civ would work in nicely with the new "Seafaring" trait that is in Amra Advanced.
@Everyone
I'm wrapping some stuff up and would like to post a public release of Amra Advanced this upcoming weekend. Bear in mind that Amra Advanced will be a work in progress, so I apologize for any rough edges that may show up.
I tweaked the Venetian Republic. I am leaning on getting rid of the trader, although it's a nice flavor UU, the ability to constantly pump them out and get gold from a neighboring civ feels a bit cheesed. The Venetian Arsenal is built 25% faster with copper and another 25% faster with iron in addition to building ships 50% faster and granting 2 xp. Additionally, I didn't like the Commercial and Maratime traits as initially setup by Ekmod. However, I loved the basic idea behind them. Something in the back of my mind was erked by amphibious warships.
So here's what I did to the Venetian Republic:
1) Got rid of the trader.
2) Changed Commercial to increase speed of construction of Markets, Banks, and Stock Exchanges, and kept the 1 happiness bonus for Banks and Stock Exchanges. Additionally, I gave this trait a 25% bonus to commerce generated in cities. I also granted the free navigation one promo to naval units.
3) Changed Maratime to give CS 1 and Amphibious to Melee, and Gunpowder Units. I also set it to give the civ a +1

bonus, +1

, and a 100% production bonus for the Venetian Harbor.
4) For a UU, I gave them the Portuguese Carrack and called it the Venetian War Galley.
5) For a UB, I changed the Arsenal to have no trait based or resource based production bonus but kept the +2 xp and 50% bonus to naval unit production. I added another UB, called the Venetian Harbor that is essentially a normal harbor but gives +3 xp to naval units.
I'm still playing around with it. I want the Venicians to be masters of the sea, but not too strong on land, and I don't want them to be imballanced. The latest version of my tweaks outlined above seem to be very close.
Ideally, I would like to combine the Arsenal with the Venetian Harbor into one building, but use the art for the Arsenal. However, my futile attempts at manipulating the art defines files to do such a thing have caused some serious graphics issues and even some crashes. So for now, my experiment has two UBs.
The Venetians depend on a great coastal start to be powerful. When land-locked, much of their strength is eliminated and they become an aggressive civ with out the barracks production bonus.