Thanks as always for the kind words. I haven't messed with specialists (yet), and am leery of toying with production, since you cannot go negative there with the default editor like you can with pollution and culture, and I am not sure how the AI would handle that. If it works, it might be useful indeed. This is good to know, I hadn't tested that particular scenario out. Luckily it isn't my design plans. I've messed around with negative defense before too, many many years ago, and I seem to remember thinking it seemed like it made a difference, but I don't think I tested that conclusively either. It really shouldn't be too hard to do, but again it isn't a factor in this Mod. I completely redid the Resources section in Post 4, listing out all current Resources - including Bonuses - and provided details on the Resource-Centric Improvements (not Wonders or the Clan-Specific Feast improvements already detailed in the Clan Descriptions).