Any conclusions on improvement changes for next version? This discussion seemed to go in circles.
I think most of them are fine really, the most painful luxuries to get is the ones with monopolies tied to GA duration and growth. Ivory imho stands out as the worst luxury in the game. Most of the 10% Ga resources feel pretty weak as well, gold, gems, silver, lapiz, spice but I don't think that indicates that mines are bad, more that the monopoly bonus is weak and that the mint gold doesn't feel very useful.
I would buff or change the 10% GA-duration monopoly and probably the base yields of the ivory resource (it really suffers from the other camp-resources spawning in forest/jungle) and/or possibly the bonus ivory gets from the circus.
I also really don't like the 10% growth, as mentioned earlier, it feels a lot weaker than all other effects (except the 10% GA-D). However the luxuries in the 10% growth pile usually have better yields than those in the 10% GA-D pile so that might be the main reason why I feel that way. On the other hand I can't remember any resource in the 10% growth pile except for salt, so maybe that last part was untrue

I'd still bump the number up a bit, 10% growth feels a lot worse than 10% production or 10% culture, for example. Maybe redistribute the 10% growth resources into the other monopoly piles would be a better solution however.
I feel like the balance is fine, forests aren't as common as hills and a lot of the time you're forces to tear the forest down anyways. Keeping it around should give you a benefit, which it currently does imoSeems we can't even reach a agreement on the current state.
What should be the design for mine vs. lumber mill (without ressources)?
Should they be same strength? Balanced that one is better early, the other late game? Or should one be better than the other?
