[*]Civic Modify Resource Happiness/Health on Fractional/Percentile base (to allow negative & 0 as well)
[*]Civics can cause Unhappiness in other Civilizations which lack Specific Resources
While these ideas aren't bad, they aren't quite what I requested. I was wanting Consumption to cause unhappiness in
your own cities if your citizens know there are resources that others have that you aren't providing for them (either in your other cities or known rivals'). I was planning to make consumption pretty powerful, and wanted this as a downside.
While on the subject of civics, could you also allow decimal military happiness modifiers? I decided to make fend for themselves cause -1 military happiness (if you don't feed or provide shelter for your soldiers, then the townspeople they guard won't be happy about having to fight over the scarce resources) in addition to the health penalty and free xp. This does seem to to be going a little too far when you have large stacks guarding cities though, as the AI tends to do.
Having health penalties based on the units in the city might be good too.
I'm glad to hear that you'll be reworking the spell system. I hope you don't change it so much that it can't easily be merged with Broader Alignments though. I definitely want to keep the things I convinced him too add, including broader alignment prereqs and, effects on alignment, and the ability for promotions to effect spell ranges (although I'd like it if spells were weaker the further away the caster is). (Really, I'd prefer it if you went ahead and included Broader Alignments in this modcomp, but I believe you've already said that you don't plan to.)
I also think it might be good if you included the changes to damage types (similar to your suggestion, but I'd rather not make all a unit's damage count as being of one type), including allowing each damage type to pass on a different promotion from combat.
As I've stated many times, I don't think that the damage type of affinity for a resource should be defined in the resource file, but in the unit/promotion define where affinity is given. Attack and defense affinity should be seperate. (This might count as "ability to alter more than

with Affinity")
Just to be clear, the promotions granted onMove can already go to your team members; I want to make them go
only to your team (or make it two seperate but very similar tags, if you think it is important to let units of any civ get healed in the city with Aquae Sucellus) so you could use this tag for the UB promotions without letting all your rivals gets the same promotions.