it is very difficult early-on (with scarce workers with lots to do spending all that time to get to and build a mine for 1 iron resource) to build siege units
I'm experimenting with resource-free catapults and trebuchets. I was concerned making catapults/trebuchets spammable might be a problem... but since they're so weak defensively, move slow and require setup, it's not particularly effective to spam them. Cannon don't require resources either and don't seem to be a big issue. I've seen this idea mentioned in vanilla strategy discussions as well.
This provides a small buff to the Mathematics tech too, which is typically one of the last Classical techs to research due to the fact you require Iron Working to get much use out of it. Incidentally this also buffs Archers since their tech is followed by a more-valuable one. I'm considering increasing the cost of Mathematics slightly to mitigate the effects of the buff on early city conquest.
While getting 1 of a resource might not seem like much, keep in mind it's still possible to spam archers and spearmen, both of which have been buffed. The goal is to give a reason to actually build these units. In vanilla you can simply spam strategic-using units since strategic supply is much higher than demand.
In addition, having more frequent but smaller deposits means you have more viable locations to choose from for your cities to get these resources, and more likelihood of a good spot to build a military city with a Forge (which has been buffed).
Is it possible to have the high iron deposits only appear in normally unwanted lands, such as desert and tundra and have any that are in more fertile lands be the small ones or is it completely random?
That's a fantastic idea and would be
very easy to do. "Major" deposits are already distributed based on terrain type, so all I'd have to do is increase the quantity of iron in these, and decrease it for the "small" deposits. Thank you for the idea.
Since I can alter the abundance of major/minor deposits separately, it's possible do "common" 2s and "rare" 3s while still achieving an overall 25% reduction. Keep in mind it won't be possible to increase the number of deposits with this approach however (since minor deposits will be the same size as before at 2).
Adding a third type of deposit (2 3 4) would take hours of work due to how the code is structured in a rigid major/minor classification (would require a total rewrite).
I've posted a new dev version with the common 2s / rare 3s approach (v1.09.7dev):
Version 1.09.7Adev had a 25% reduction through +50% resource deposits with -50% resources per deposit.
Version 1.09.7Bdev is 25% reduction through +0% resource deposits with -25% resources per deposit.
Either way I'll be moving the cata/treb iron requirement. I tend to favor the +50/-50 approach since it gives more potential locations to drop a city for at least one resource, but either one should accomplish the goal of a 25% reduction in availability.