A strategic resource that gives happiness? Perhaps a building should make it give happiness later on, but on its own it shouldn't give happiness. Also what do you mean "allows Saltpeter". I'm guessing as in build an improvement that will provide Saltpeter, but if that's the case then reveals does the same thing, so allows is not necessary. Edit: Just saw now that you added it as an example of how it should look like, so ignore what I just said @pan: Well we should talk about things that will make it easy to start coding, major things like the ages, tech tree, civics (even if just names) civs, new features, the map. But some things which go into great detail should be left out till later, for example we're not discussing about some civ's name maps, since that wouldn't benefit us much. All I'm saying is lets focus on the big things and even right after the first test is out we could focus on the little things. (In RFC:E for example, in the first test, most civs didn't have complete UHVs and few had no UP's).