I've been thinking things over after playing a few games with the changes to luxury resource yields. While realistic, I feel the spots I picked at first for luxury bonuses overly complicated things, without adding as much to early-game strategic depth as the Smokehouse accomplished (especially with so many bonuses on late-game stuff like the Opera House or Museum). I've consolidated the resources on fewer buildings, and primarily include the bonuses on buildings earlier in the game. I also converted the culture to gold bonuses, since the culture mechanic is rather confusing (does not affect tile yields, only receives bonus from first copy of the resource). From a perspective of realism, it could be considered tribute or offerings made to especially elaborate temples. So as a second iteration of the idea: Incense, Wine 2 Monastery Gold, Silver, Gems 3 Mint Fish, Pearls, Whales 2 Seaport Cow, Deer, Sheep, Fish 1 Smokehouse Wheat 1 with Civil Service or Fertilizer (improvement) Bananas 2 when improved (was 1) Horses 2 Stable Iron, Coal, Aluminum, Uranium 1 with Machinery (improvement) Spices, Sugar 1 Watermill 1 Windmill (Split in two because these are situational) Pearls, Whales, Fish, Furs 2 Harbor 11 from fishing boat on fish (down from 1, 2) Silk, Cotton, Dye 2 Temple Previous buff to Temple in BCD mod removed. Horses, Ivory 2 Circus Circus increased to 3 maintenance (was 0). Oil 4 Combustion (improvement) Market bonuses removed Museum bonuses removed Opera House bonuses removed This puts more resources on the newly-added stuff, similar to the Smokehouse, so there's enough opportunities to efficiently gain effects from multiple sources.