I'm not sure if an effectively multiplayer only building then is worth retaining? Except for MP. But we can leave it as is for now and make a modular move to have it merged out to the military base and see how that goes.
I will have to think on the resource associations that are left out.
One way to reduce gold somewhat is to reduce luxuries innate +2 gold to +1 and make them stronger through infrastructure investments and tech on the improvement. This would compensate somewhat for adding any gold to villages or just moving villages somewhat earlier in the tech tree. If that's not a desirable change, then many of these are unnecessary flavor changes to strengthen weaker buildings. I would however not recommend at this point keeping CEP's +1 to all luxuries from the caravansary. That's too strong an effect, spread it out to different buildings and remove some of the duplication bonuses.
By default there are the following interactions.
That leaves these features or tiles unaffected
I will have to think on the resource associations that are left out.
One way to reduce gold somewhat is to reduce luxuries innate +2 gold to +1 and make them stronger through infrastructure investments and tech on the improvement. This would compensate somewhat for adding any gold to villages or just moving villages somewhat earlier in the tech tree. If that's not a desirable change, then many of these are unnecessary flavor changes to strengthen weaker buildings. I would however not recommend at this point keeping CEP's +1 to all luxuries from the caravansary. That's too strong an effect, spread it out to different buildings and remove some of the duplication bonuses.
By default there are the following interactions.
Spoiler :
Granary - Wheat, Deer, Banana - good as is.
Stable - Horse, Cattle, Sheep. (Ducal also adds gold) - good as is.
Mint - Gold, Silver (+2) - make it +1 and apply to gems/copper as well, or leave it plus 2 on gold/gems/silver?
Lighthouse - Coast tile, fish, +1 production on all sea resources - good as is.
Monastery - wine/incense - fine, but a fairly limited building. Should have a more universal effect
Stone Works - Stone/Marble - good as is
Floating Garden - Lakes - lakes should get another bonus from a universal building as they're pretty weak tiles other than the freshwater bonuses for surrounding tiles.
Forge - Iron - should consider moving this to a different building if the forge is removed
University - Jungle (+2) - should consider splitting this up to the laboratory +1 each.
Seaport - Sea resources +1p/1g - good as is for that part.
Hydro - Rivers
Stable - Horse, Cattle, Sheep. (Ducal also adds gold) - good as is.
Mint - Gold, Silver (+2) - make it +1 and apply to gems/copper as well, or leave it plus 2 on gold/gems/silver?
Lighthouse - Coast tile, fish, +1 production on all sea resources - good as is.
Monastery - wine/incense - fine, but a fairly limited building. Should have a more universal effect
Stone Works - Stone/Marble - good as is
Floating Garden - Lakes - lakes should get another bonus from a universal building as they're pretty weak tiles other than the freshwater bonuses for surrounding tiles.
Forge - Iron - should consider moving this to a different building if the forge is removed
University - Jungle (+2) - should consider splitting this up to the laboratory +1 each.
Seaport - Sea resources +1p/1g - good as is for that part.
Hydro - Rivers
That leaves these features or tiles unaffected
Spoiler :
Strategics
Aluminum (factory)
Coal (factory)
Uranium (factory)
Oil - (factory, stock exchange?)
I don't think having all of the late game resources less affected by the game economy is a good balance of tiles vs horses and iron. All of them could work with factories and/or stock exchanges instead of adding any strength to those buildings manually.
Luxuries
Citrus (food + gold, should be fine, could be market/garden if the initial bonus is split up?)
Copper (mint)
Cotton (amphitheatre?)
Dyes (Amphitheatre)
Furs (Caravansary?)
Gems (+3g, all others +2g or +1f/1g base) (reduce to +2 and use +1-2 from Mint)
Incense (sort of) (Temple)
Ivory (Circus "adds" happiness already, caravansary?)
Salt (probably unnecessary if it keeps food and gold to start, but could start with just food and get a bonus from the market?)
Silk (amphitheater or opera house)
Spices (market/garden?)
Sugar (market)
Truffles (honestly not sure why this is used as a luxury instead of something else unless they just had the pigs art made and wanted to use it for something. Garden maybe?)
Wine (sort of) (Temple)
(for "market", substitute any of the gold line of buildings as the market is pretty good already)
Features/terrains
Natural Wonders - (Hotel/Airport, could also add tourism directly to these instead of multiplying culture so that all NW would benefit?)
Mountains (Observatory, Hotel/Broadcast Tower/Garden/tech?)
Tundra/Ice - unrealistic, probably unnecessary
Desert - Petra/flood plains
Plains - unneeded
Grassland - unneeded
Atoll/Isles - (Seaport) tile is pretty solid already but this would be fine if "general" coast tiles aren't improved significantly)
Coast is still a little weak. - Wind Plant, seaport?
Lake - (Aqueduct or Garden)
Oasis - (Bazaar, Garden? Caravansary?)
Aluminum (factory)
Coal (factory)
Uranium (factory)
Oil - (factory, stock exchange?)
I don't think having all of the late game resources less affected by the game economy is a good balance of tiles vs horses and iron. All of them could work with factories and/or stock exchanges instead of adding any strength to those buildings manually.
Luxuries
Citrus (food + gold, should be fine, could be market/garden if the initial bonus is split up?)
Copper (mint)
Cotton (amphitheatre?)
Dyes (Amphitheatre)
Furs (Caravansary?)
Gems (+3g, all others +2g or +1f/1g base) (reduce to +2 and use +1-2 from Mint)
Incense (sort of) (Temple)
Ivory (Circus "adds" happiness already, caravansary?)
Salt (probably unnecessary if it keeps food and gold to start, but could start with just food and get a bonus from the market?)
Silk (amphitheater or opera house)
Spices (market/garden?)
Sugar (market)
Truffles (honestly not sure why this is used as a luxury instead of something else unless they just had the pigs art made and wanted to use it for something. Garden maybe?)
Wine (sort of) (Temple)
(for "market", substitute any of the gold line of buildings as the market is pretty good already)
Features/terrains
Natural Wonders - (Hotel/Airport, could also add tourism directly to these instead of multiplying culture so that all NW would benefit?)
Mountains (Observatory, Hotel/Broadcast Tower/Garden/tech?)
Tundra/Ice - unrealistic, probably unnecessary
Desert - Petra/flood plains
Plains - unneeded
Grassland - unneeded
Atoll/Isles - (Seaport) tile is pretty solid already but this would be fine if "general" coast tiles aren't improved significantly)
Coast is still a little weak. - Wind Plant, seaport?
Lake - (Aqueduct or Garden)
Oasis - (Bazaar, Garden? Caravansary?)