What I wrote above is including the 1g that's always on plantation and the 1p that's always on the mines.
This is how I understand it, please tell me if I'm wrong.
A resource, for example Citrus.
The Resource itself adds 1F to the ground, that's what I called base-tile-yield or something like that.
Meaning if you find an unimproved citrus on a grassland (which doesn't exist, so that's a bad example) it would have 3 food (2 from grassland 1 from the base-tile-yield).
Improving the Citrus adds 1F 1G, this bonus is split, with the 1F being dependent on the actual resource and the 1G being yield from the Plantation.
The 1G from the plantation I did not modify at all (with the exception of on the tea, which I noticed now, I'll fix it.) I just switched the bonus that's not from the plantation.
I actually had the Tea listed correctly in my notes, but I swapped two yield around when I wrote it here. I'll write another full summary so you don't have it spread out.
Hmm...so the improvement values below indicate the final intended result with ALL bonuses added in? If so, then I did the right thing.
To explain, Plantations currently a generic +1 Gold to all resources (Regardless of type). Since we're making things more diverse, I've removed that blanket +1 and am now adding yields on a resource by resource basis.
G