Congrats on getting Coral to work! Since you have yet to polish them completely, plus with your ideas for the 3rd-luxury handling and Pets for the Militaristic states (both of which are really cool), how long do you think it'd take to have everything completed and the next version released? And also, you had three "under development" things in the OP, did you ever get those worked out for the new version?
Thanks! I really can't give a very accurate date when I'll have everything finished, since I work on things rather sporadically when I decide to spend some free time on them.
Though, I can tell you this: I'm happy with Coral right now and it's pretty much finished, I just have to incorporate it into the script. Lapis Lazuli should be cake as mined luxuries are really easy. I also still have to design the Lapis icon. Once these two are finished, I'll release a new version which utilizes them.
Then, I'll finish-up the CS luxury icons and finish tweaking the city-states themselves and balancing each of the five trait totals. I'll release this as a "More Luxuries Deluxe" or something -- a separate mod.
Also, I haven't updated that front page since the last update, but yes I'm still planning on implementing them.
On the topic of the CS weight affecting how many luxuries appear per city-state, you could theoretically have any number of CS luxuries and it wouldn't affect balance so much, as only a maximum of three could appear per CS-type in any given game. Something to keep in mind for later revisions, as three is good for the first release of the idea, and you can expand the number as time goes on, with the game handling the balance through your mechanics the same way it does with the Major luxuries and the extras just being in the pool to provide more diversity to draw from between games.
Personally, I’m not a fan of doing something just for the sake of diversity, unless there’s a really good reason to do so. Especially for something like CS luxuries, which aren’t even viewed on the terrain or discovered like others -- a majority of the time you’re just viewing a little fonticon and maybe its text.
Though, that's why I'm also going to code it so that it's very moddable for others. Then, they can go nuts and add all the types they want and do whatever they want with them.
(I have a list of more luxury proposals to write-up that I haven't gotten to actually writing yet, maybe they'll spark some interest later on like the others have)
Yes, you’ve been very quiet! I've had to come up with these on my own, haha…

Kidding aside, I think I’ve finalized the sets of CS luxuries now, or at least I’m extremely close to it. Also, you don’t need to describe your reasoning behind each one, unless you really think it needs it; you can simply list the titles.
...Yeah, I can't really say I think adding "cannabis" is really a good idea. There's already wine and incense; that's probably enough drugs in the game. (which is why, incidentally, the game got an E10+ rating and not, say, just E - for "Drug Reference") Same goes for opium, beer and liquor. I can just imagine... starting a game surrounded by wine, incense, coffee (if you consider caffeine a drug), tea, cannabis, tobacco and opium, and being allied with CSs that provide you with beer and liquor. That would be an interesting game... for your citizens
Nice, so “Drug Reference” is already listed next to the rating… I think I’ll include some mushrooms, cocaine, and even some good ol’ peyote! Maybe even a strategic steroid resource, hmm… There’s never enough drugs, Wimp! Hmm, I wonder if “suggestive themes” already covers resources like slaves and prostitutes too.
Other than that, the new ideas sound good, except for Yogurt... and vinegar?

I can't think of any place that really excels in producing vinegar (well, maybe Germany, but Wittenberg isn't a mercantile CS) or yogurt. And it wouldn't make sense to make a yogurt plantation.
Oh, you’re referring to that initial list, haha. Yeah, I didn't intend on using a great majority of them (I have even more listed in my personal file). They were only there to maybe spark another idea from anybody that might be reading it, and get folks thinking in different directions. No, it wouldn't make sense to make a yogurt plantation, I agree. Before you point out some others, I’ll add that an octopus or shoe plantation wouldn't make much sense either.
cannabis ? i for one doesnt need that in civ....but what about rice ?
i really think rice is needed in Civ...but no mod added rice by now.....
Don’t worry, Cannabis won’t be making it into the main version. My initial luxury target was 30 and still is. Lapis Lazuli is a definite (need more non-plantation resources) and after the surprise of getting Coral to work, I’m pretty much done (and very happy). Also, I’m keeping Perfume after all as a major civ luxury on the terrain, plus I still couldn't get Ebony to work with a more fitting improvement, so that’s out again.
Like I said, though, I’m very happy with the two new inclusions, Lapis and Coral, since now there’s 6 new plantation resources and 4 new non-plantation resources added (a water one, nonetheless!) all together. Especially since criticism I often read is that the mod introduces too many new plantation resources.
Also, on my spreadsheet it creates nice totals of 8 “open” terrain resources (plus incense -- which is a little different), 8 forest/jungle resources, now 8 hill resources (not including marble, which doesn't count), and now 4 water resources. The stars are aligned… haha.
Though, for the stoned fanatics out there, I’ll still create a supplementary mod which will introduce cannabis, for fun. It’ll be even better this way, because I’ll treat it like a special resource (similar to marble) and distribute it throughout the entire map. It’ll probably be more fun to see it that way then to only see it a few games, and even fewer games to actually have it in your region to utilize it.