I agree, that's a really good idea. As good a Civ idea as I've ever heard.
For some of us this is the first post on the page so I'll put johnmcd's idea here...
"If resource usage worked in a way a bit like corruption it could keep some of the simplicity whilst making multiple strategic resources attractive.
One city and one iron could give a 50% production boost to swordsmen. Two cities one iron could give a 40% boost to both (regardless of whether they are actually using iron or not at the time). By the time you have twenty cities and a single iron it wouldn't be doing much but enabling the production of the unit. As more resource comes into play, so the productivity could step up - until you conquer more towns.
I'm not sure how you do something that impacts the happy/ health resources, unless you implemented them along the lines of representation (+3 happy in three largest cities or whatever it is). First gold adds happiness to three largest towns plus producer, next gold does a happiness for the whole empire.
It shouldn't turn into a micro management nightmare of watching populations and working out scenarios and priorities between equally sized towns and what have you. Nor should it require the map to be so flooded with resources that they seem to lose meaning."
-johnmcd
For some of us this is the first post on the page so I'll put johnmcd's idea here...
"If resource usage worked in a way a bit like corruption it could keep some of the simplicity whilst making multiple strategic resources attractive.
One city and one iron could give a 50% production boost to swordsmen. Two cities one iron could give a 40% boost to both (regardless of whether they are actually using iron or not at the time). By the time you have twenty cities and a single iron it wouldn't be doing much but enabling the production of the unit. As more resource comes into play, so the productivity could step up - until you conquer more towns.
I'm not sure how you do something that impacts the happy/ health resources, unless you implemented them along the lines of representation (+3 happy in three largest cities or whatever it is). First gold adds happiness to three largest towns plus producer, next gold does a happiness for the whole empire.
It shouldn't turn into a micro management nightmare of watching populations and working out scenarios and priorities between equally sized towns and what have you. Nor should it require the map to be so flooded with resources that they seem to lose meaning."
-johnmcd
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