Here's what I'd like to see, to combine the strategic value of quantifiable resources with the efficiency of the current system:
HOW TO QUANTIFY RESOURCES, BUT KEEP IT EFFICIENT
Only non-renewable resources will be quantified.
Main Six: Aluminum, Copper, Iron, Gold, Silver, and Gems are all quantified as they are discovered. No tricks here.
Early Three: Horses will also be quantified until the advent of Guilds. Marble and Stone will be quantified until the advent of Industrialism. This is due to them becoming trivial.
Power is One: Coal, Uranium, and Oil will be abstracted as all providing Power resources. This efficiency will be improved with Power Plants.
THE MAGIC NUMBER
The magic number for human memory is 7 +/- 2. That's probably why Civilization only has 7 religions, 7 types of terrain, 5 specialist types, 9 strategic resources. And, at any given moment in the game, you'll likely only have the choice of around the same number of technologies, and around the same number of land unit types.
This game would quickly ramp up the number of resources you keep track of. By the classical era, you'd be tracking Copper, Iron, Stone, Marble, Horses, Gold, Silver, and Gems.
That's eight.
That number would fall to
seven by Guilds. It would rise up to
eight again in the early industrial era, with Oil/Coal/Uranium bringing Power into play.
Industrialism would bring Aluminum into play, but also push Marble and Stone out. You add one, but drop two, and that's
seven until the end of the game.
All in all, you'd spend most of the game at 7 or 8 quantities, in addition to tracking your nation's research and gold.
LEEWAY
It seems kind of wasteful to quantify Gold, Silver, and Gems. They have no strategic value. The few people who can afford them get happy. Only forges seem to do anything with them. Otherwise, it's just more Gold (the other kind) in your treasury. If we abstract these or leave them as binary like other resources, we cut the number down by two or three. If we're currently hovering around 8, this change would put us on the low side of the magic number.
Besides thrift and simplicity... why would we keep the number lower than what it needs to be? Because we could add other relevant quantities.
Arguably,
Production and Food should be quantified. Nationally. No longer would growth and production come directly from working the tiles. The tiles, instead, would generate Food and Hammers for your national pool. Each city would take food from the national pool per turn, and turn
food into people in the "people meter" (replacing the food meter). The building queue would subtract hammers from the national pool per turn, and turn it into hammers in the build queue. The next question is how much food/hammers a city takes from the national pool per turn? Larger cities should take more hammers, and thus produce things faster. Larger cities should also take more food, but growth should remain steady, maybe even slow down in larger cities. In other words, pure population determines how your national production/food is allocated.
Of course, that last suggestion is the most ambitious part of this proposal.