Just as an input to the strategic resource spreads, wasn't one reason to do this to improve the possible quality and/or number of strategic resource dependent buildings (eg, more useful stables/forges available). That is: if you have a call for 2 iron, and put it on two different squares instead of just one, you have an extra production point available from the forge(s). Ditto for horses and stables (or an extra circus here or there). Now there are other changes to make those more useful in vem, such as stables and forges apply to other resources, but an added bonus was that there were more useful squares as a consequence thus making the building(s) a little more valuable or commonly built.
What can be done differently is imbalancing who gets what type elements such that one civ might have 10 horses and 2 iron and another 10 iron and no horses, or similar scenarios (the oil/alum strike described above). That can be accomplished while also lowering the raw amounts available. I've always had stupid high amounts of resources in vanilla and have no problem with decreasing the counts overall by say 20-25%.
Given that VEM also preferenced the discovery of these resources with the actual usefulness of them in game, I think we could quickly adapt to the knowledge that the nearest oil or iron is somewhere over there and not (yet) in our borders. (Presumably the AI knows how to do this also, as it seems to like attacking cities that I might later discover have iron laying around.)
I'm not sure if there should be some siting preferences for UUs. But it would not be fun to play the Mongols without horses or Rome without iron after all.
What can be done differently is imbalancing who gets what type elements such that one civ might have 10 horses and 2 iron and another 10 iron and no horses, or similar scenarios (the oil/alum strike described above). That can be accomplished while also lowering the raw amounts available. I've always had stupid high amounts of resources in vanilla and have no problem with decreasing the counts overall by say 20-25%.
Given that VEM also preferenced the discovery of these resources with the actual usefulness of them in game, I think we could quickly adapt to the knowledge that the nearest oil or iron is somewhere over there and not (yet) in our borders. (Presumably the AI knows how to do this also, as it seems to like attacking cities that I might later discover have iron laying around.)
I'm not sure if there should be some siting preferences for UUs. But it would not be fun to play the Mongols without horses or Rome without iron after all.