Basic gain 25, additional gain 10, effect:
Additional production based on played card cost category (Bricks only - Bricks x3, Gems only - Gems x3, Recruits only - Recruits x3, Mixed cost - overall x2, Zero cost - x0).
Cards that should have this keyword:
Elven apprentice
Dwarven miners
Librarian
Wizard
Priest
Merchant
Apprentice
Architect
Blacksmith
Book of magic
Foundry
Legendary smith
Master bricklayer
Mentor
Merchant ship
University
Ancient sage
Governour
The idea is to return dedicated prodiction/facilities+ decks in game since Alliance is dead without dwarves (especially Chaos dwarf). Gameplay-wise facilities+ cards have some good synergy with production cards but pure resource cards (especially Restoration) are better. When you play, say, Book of Magic at round 10, you receive +1 magic for 12 gems, so you will restore your gems level only to round 16 (if you play something with bonus production - it will be faster, but not with gems since most of production gards cost gems).
Now what you will have if you play Meditation at round 10? It costs 15 gems, but that doesn't matter anything because it's self-paying card. When you play it, you will immediately restore gems loss and receive additional 10(+) gems - that's 3 turns with standard production and 1 gem over it. And it's just Meditation by itself, not after Mage or another Restoration.
See the difference? With resource card you will receive gems level of round 16 at level 10 and vice versa with magic+ card. Of course, it's an extreme example but there is the same thing with another facilities+ cards. You play cards to raise resource income, while enemy just builds his tower or destroys yours.
Production/facilities+ decks have very little chance to play successfully, and I think that it should be fixed with something like this.
What do you think?