Look again. In the stats part of the description you see +25% to the corresponding stat and in the description it's 50%.
Yes, the bonuses were reduced a couple versions ago and the text keys weren't updated at the time. It's fixed now; all four were like that (the three you spotted, plus Wall Street).
Jungles can be planted on grassland. This results in an exploit where instead of building a trading post you can build a jungle then a trading post to get 1 more food and with the university, 2 more science. When you have the technology that gives +1 production to trading posts the bonus isn't reduced too. Also the description of plant a jungle shows that it gives 1 more gold than it really does.
I understand it's a bit confusing, but here's what's actually happening.
When you select the "Plant a Jungle" action, it creates a temporary Improvement called, obviously, "Plant a Jungle". This improvement has a flat yield of +1 food, -1 production, and +1 gold.
When you mouse over the action, the yield it gives is NOT what you'll actually get from the Jungle, it's the yield of this improvement.
At the end of each turn, the mod scans the map for any instances of that Improvement, and if it finds one, it removes the Improvement and places a Jungle Feature, with the actual yields (+1 food, -1 production).
All Terraforming actions work this way, as does the Monolith. The yield on the temporary improvements are what they are for three reasons:
1> The AI uses a Flavor override based on yields when picking an action. An improvement without a yield won't get picked often regardless of its Flavors. If I didn't put that +Gold on the temporary improvement, the AI wouldn't associate planting a jungle with gaining gold.
2> The User needs an indication that's in the right ballpark.
This is why the "Plant Forest" says +1 production; Forests replace a tile's base yield with a 1/1/0, but there's no way to make the temporary yield say that, so I just need to emphasize that it's something you'll be using to gain Production (through the lumbermills, most likely).
3> It helps keep the AI from trying to overwrite the temporary improvement with a new improvement during the one turn it's on the map. (This is almost impossible, since the unit that planted the forest will still be standing there with no movement, but some worker units are combat units and some aren't so it's theoretically still possible to stack.)
Jungles have +1 food, -1 production, so the +1 gold goes away once the temporary improvement is replaced. This means that Plains Jungles will be 2 food, while Grassland Jungles will be 3. (Forests, on the other hand, overwrite the tile's yield with a 1/1/0 baseline regardless of type.) Then you make a trading post, which bumps up the Gold by 2 (or it will be 2 by the time you can plant jungles), making Grassland 3/0/2 and Plains 2/0/2, and it gains +1 production at Industrial Economics. This was SUPPOSED to cancel with the Jungle penalty, but apparently it's not doing that any more, so you'll be 3/1/2 or 2/1/2. Plus 2 research for universities, of course.
A non-jungle Trading post would be 2/1/2 on a Grassland, or 1/2/2 on a Plains, plus the research, so on Plains it's a tradeoff of 1 food for 1 production, and on grassland it's +1 food (although it's SUPPOSED to be -1 production as well).
So yes, it's often an improvement in yields to plant jungles and forests.
That's the point. The idea is that in the early eras you were clear-cutting your terrain, but now you want it all back, generally with jungles on the temperate terrains and forests on the less hospitable ones (Hills and Tundra).
Not completely, though; consider a Farm. If that Grassland is next to a river, a post-Breakout Farm will be 4/0/0 with +1 research. If the player has taken the Rationalism branch and selected my Knowledge super-Finisher, there's another +1 research to all farms. While the Jungle+TP is still generally stronger, maxxing out food in a period when all cities have at least 80% Food Storage has huge payoffs in terms of city growth.
Likewise, the hill-based Forest+Lumbermill seems great until you see that by the end of the Digital, Mines will be 0/2/0 with +1 research, again +2 with Knowledge.
Funny thing, though; in the early eras forests and jungles are good for defense, since with roads the defenders will have a big mobility advantage and they're good to fortify in. But in the later eras, this is reversed; nearly every unit has great mobility, it's suicide to leave single units outside of cities for long, and the defense bonus will more often be used to keep an invader alive. So you might start to wish you hadn't added all of those forests and jungles.
Also, by the time you're in the Fusion Era, you basically won't be working ANY tiles that don't have resources on them, because Specialists will be strong enough to be a better use of your citizens than random non-resource tiles. Again, this was deliberate. So, it really might not be a productive use of your Workers. It gets even more pronounced in the Nanotech era; you'd rather have a Deep Mined resource and a Mine than a forest+lumbermill, and food becomes a non-issue at that point.
Retroviral Engineering lists in it's bonuses the clinical immortality instead of the doppelganger. Ethincal calculus doesn't list clinical immortality and provides a false description of the aesthetic virtues
A lot of those are fixed in 1.05. In 1.01 through 1.03 I did some shuffling around, and I'm only now getting around to fixing the tech help texts, since they're really the least important part of the whole thing. (After all, you can SEE what benefits a tech gives, right there in the icons below it.) It's also basically a way to keep a record of what the benefit used to be, in case I want to revert the change at some point.
There are quite a few other techs with mismatches like this. Magnetic Monopoles, for instance, says that the Theory of Everything boosts science in a single city (which it used to), while its current effect is to boost ALL cities by a small amount. Basically, I make the changes, see how the balance works, and THEN, if I'm happy with it, I change the text.
In water-poor maps such as highlands dilithium is almost unobtainable. You should make it available on land too
I'm assuming you're using the "Spatz's Highlands" map included in the Player Pack, because the default game's Highlands map is not compatible with my mods. Great Plains, Lakes, and Highlands all conflict with my mod, as explained in the first post of this thread. There's a set of disclaimers in that post; the other big one is that you can't use Quick Combat or Strategic View.
This was deliberate. On water-poor maps, you won't have much of that resource through natural deposits. There are three other ways to get it:
1> Wall Street gives 1 unit.
2> Quantum Labs give 1 unit.
3> Deep Mining can generate land-based deposits of it, randomly. Deep Mines randomly pick a resource from a list, but Dilithium is the most common choice, a 25% chance. (Neutronium is 16.667%, and Aluminum, Uranium, Coal, Oil, Gold, Silver, and Gems each have 8.333% to fill out the rest.)
Conversely, water-heavy maps will be short on Neutronium, since it's primarily a Hill-based resource. Again, deliberate, and again, same answers: Quantum Labs and Deep Mining. (Wall Street does NOT give a unit for technical reasons.)