This is interesting. So is the basic idea to this mod is to qualify the hammers of the vanilla game by their actual source? So my 5 hammers from an Iron mine are actually 5 Irons, and my 3 from a copper plot are actually 3 coppers, etc..? This could lead to some interesting unit design features as well as a rudimentary crafting system a la World of Warcraft. For one, if I substitute a percentage of copper (presumably as bronze) into my swordsman, then his/her base strength will suffer accordingly. Not going to suggest a formula, but a Swordsman which had a bit of copper in it might have a base strength somewhere between >5, but <6, varying with the amount of material substitution (It'd still get the base intrinsic promotions, free 10% city raider, etc..). And a Iron axeman might deserve a base strength slightly in excess of 5. The crafting can get interesting, if you interject tons more of resources. That could lead to unique commodities, recipes, etc... a la WoW. Say I have 1 part jade (gems), 1 part pearl (clams), 1 part bronze (copper) and a forge....my civ can now export some unique jewelry. Another option might be that having units of stockpile enhances the base strength of a unit, rather than is a build requirement. So like in vanilla, if I have a distant iron mine in my cultural sphere, I can still build Swords, but I won't stockpile the iron because I don't have a city near the mine. But if I have Irons stocked into that unit then perhaps the base value of the unit is increased, at least perhaps through a promotion (e.g. the weapon quality promotions from The Ancient Mediterranean mod). Another example would be timber for ships. Quality timber will give them a promotion. Having iron / steel (coal) will give an armor advancement (or bonus vs. all wood ships).