This is my bias, but I think 50-150% + the variation from might be rival territory/city state/inaccessible is too much. I hate having a game where I can't build any legions as Rome, or any Keshiks as Mongolia.
I agree, but I want to at least try out the idea.
@mystikx21
The coast, resource, and natural wonder changes are intended. However, the village +1

was not. I intended to delay the village adjustments until the Cities stage, since that's where it fits in with other yield changes. I thought I commented the terrain folder change out. I'll do so for the next release.
I intend to set up a wiki for mod documentation in the near future. I wanted to do it on the Civ 5 wiki, but it's been broken for some time. I'll correct Mt Fuji's faith. Thanks for bringing that up! Unique improvements for leaders are altered in the leaders component of the mod.
I'm looking over the resource distribution for the new luxuries:
[table="Resources"]Resource|Basic|Improved|Building|Terrain (high to low priority)
Copper|


||-|open hills, covered hills, dry open grass, flat tundra
Salt|


|

mine|-| open plains, open desert, tundra, floodplains
Citrus|


|

plantation|-| flat jungle, hill jungle, non-tundra flat forest, floodplains
Shrooms|


|

camp|-| non-tundra flat forest, flat jungle, marsh, covered hills[/table]
Based on this and other considerations, the GEM yields for these resources could be:
[table="Resources"]Resource|Basic|Improved|Building|Terrain (unchanged)
Copper|

|

mine|

mint|open hills, covered hills, dry open grass, flat tundra
Salt|

|

mine|

market |open plains, open desert, tundra, floodplains
Citrus|

|

plantation|

market|flat jungle, hill jungle, non-tundra flat forest, floodplains
Shrooms|

|

camp|

market|non-tundra flat forest, flat jungle, marsh, covered hills[/table]
Note these are
resource bonuses, and do not include yields from terrain or improvements on the tile.
Edit: revised from suggestions below.