I'm hoping that with GS, strategic resources will actually constitute a limiting factor to how many military units you can support in a small empire.
If the system actually limits resource units in a meaningful way, I fear the dirty laundry of the current system will come to light.
Right now, because the resource system is a binary "can build/cannot build" there is no extra cost or benefit assigned to units just because they have or don't use resources.
The combat stats and production and maintenance costs were developed independently of each other and resources, as far as we can tell.
But only ranged and Anticav never need resources. Anticav are awful, so if this system does squeeze players then what i think we will see is:
-Always build as many mounted as possible
-Otherwise build ranged units
Ranged units shred any anticav the opponent was stupid enough to build and mounted units can just gallop around them. You're better off spending strategics on your own mounted to counter their than put it into weaker and slower melee, which again, are vulnerable to ranged.
Sorry for jumping a bit back in the text here, but I think the overall unit design of Civ6 is indeed worth discussing. I'm myself strongly against the idea of big unit gaps, although I acknowledge it's a feature that has also some possibilities. It certainly puts you on your toes because it puts a big emphasis on tech advancement, but I also see it easily exploitable.
I also favor less unit gaps, although I'm amenable to a one era gap here and there just for historical reasons, gameplay, etc. Sometimes you gotta take a little vinegar out of those heavy cav.
The worst problem with all unit lines having these gaps is that the units that do exist were balanced as if every line has a representative in every era; upgrades are
continuous. But with so few units in the game, the system on the field is
discrete with gives rise to other behavior. The example I always mention is that spears, while they actually beat H Chariots, also have tofight in classical; where they lose to horsemen and swords. Because of that, there's no reason to build spears in the half era where they only counter one unit. This means there's no anticav running around to upgrade into pikes, removing the "counter" to knights (let's pretend pikes counter knights for a moment.) So the starting conditions of which units come when massively impact the first few eras of the game. It is an issue.
There's also the whole discussion of Melee units having a bonus towards Anti-Cav,
This exists for one reason and one reason only:
In civ5 G&K, when they switched from 10hp to 100hp units, they also re-balanced unit strengths across the board. Part of this was that swordsmen now had 14 strength and pikemen had 16. Swords required iron, which wasn't guaranteed and was also on the bottom of the tech tree; pikes came on a tech in the "science" path of the tree, which everyone rushed. So pikes came out when swords did, required no resources, and beat them in combat. This led to all the non-legion sword UUs in the game being useless, which evidently rustled some jimmies at FXS. They may have gone a little over the top when designing 6 with that in mind
Resource units need to justify themselves, especially when there are two infantry lines in the game. But conversely, resource-less units need to be a viable option or the game becomes wheel-of-strategic-fortune.