Thalassicus
Bytes and Nibblers
Updated with screenshot. 
I agree completely coal/oil should be more valuable too, and even tried removing the coal requirement from the Ironclad several months ago.
Oddly, the game determines what's strategic resources by checking the units table, so without a unit using it, coal doesn't appear on the top bar and cannot be traded between civs. The cumbersome and time-consuming solution is to create an invisible "dummy" unit that uses coal but isn't buildable and doesn't appear in the Civilopedia. The simpler solution is to have C++ access and just add an extra check in the scanning loop. It's frustrating to do so much work for something that is a simple 30-second fix when I know where to look... but can't do... so I've procrastinated hoping the full SDK would be released and save me the trouble.
I guess I should just sit down and do it though, it's been almost half a year and I haven't seen word on the rest of the SDK. We still can't even add mod dependencies.
I've been thinking about experimenting to see if units can require double resources. All late-game units could therefore require oil in addition to existing aluminum/uranium requirements they might have. I doubt it's this simple though. I do feel the problem with oil is it's only useful for a very brief time in the early modern era. Alternatively I could replace all Aluminum requirements with Oil... basically just eliminate Aluminum. Two tiers of units with different resource between tiers, but homogeneous resource on individual tiers, is a somewhat redundant gameplay concept -- especially when the second tier so quickly replaces the first.

I agree completely coal/oil should be more valuable too, and even tried removing the coal requirement from the Ironclad several months ago.
Oddly, the game determines what's strategic resources by checking the units table, so without a unit using it, coal doesn't appear on the top bar and cannot be traded between civs. The cumbersome and time-consuming solution is to create an invisible "dummy" unit that uses coal but isn't buildable and doesn't appear in the Civilopedia. The simpler solution is to have C++ access and just add an extra check in the scanning loop. It's frustrating to do so much work for something that is a simple 30-second fix when I know where to look... but can't do... so I've procrastinated hoping the full SDK would be released and save me the trouble.

I guess I should just sit down and do it though, it's been almost half a year and I haven't seen word on the rest of the SDK. We still can't even add mod dependencies.

I've been thinking about experimenting to see if units can require double resources. All late-game units could therefore require oil in addition to existing aluminum/uranium requirements they might have. I doubt it's this simple though. I do feel the problem with oil is it's only useful for a very brief time in the early modern era. Alternatively I could replace all Aluminum requirements with Oil... basically just eliminate Aluminum. Two tiers of units with different resource between tiers, but homogeneous resource on individual tiers, is a somewhat redundant gameplay concept -- especially when the second tier so quickly replaces the first.