What do you mean by strategic?
In that reference, only that it has a meaningful inclusion in game play. That you may need to sacrifice something else to have it (an interesting decision must be made - thus a strategic choice) or trade for it or at least have it be a part of a collection of elements that must be managed. In this use of the term strategic, I mean that it adds choices to the game.
Good summary. In the UK and European countries in the starting medieval era "Forester" became a profession. Perhaps we need review our forest improvement lines. I can't remember exactly what we have now but I think it is "lumber jack" -> "lumber mill" and then a "forest preserve". Perhaps there should be a "forester" equivalent for the "Lumber mill". It would be economically similar perhaps -1"hammers" and "gold" but would reduce pollution and increase health a bit.
One part of the plan of limiting Goods Producing source buildings by category is to have the city track how many Zones (building slots of a given category type) are available. To construct many building types, Goods Producing buildings especially, you'll have to have an available Zone of that type in the city.
It forms a prerequisite to have an available zone. Plots in your active city radius (not necessarily worked but claimed at least) will add a Zone type to the city depending on what kind of improvement is there. Thus, Wood Industry would be a type of Zone, as well as category for this and other bonuses, and one that you get an extra Zone of in your city when you have a Lumber Jack/Lumber Mill etc... improvement on a plot within active claimed radius.
Since the buildings that create charcoal would require such a zone, you probably aren't going to want to have every city have one. We'll need other Wood Industry zone building and resources to make this balance act work. But so far, we've identified this category and how to make a bonus that comes from it useful.
BTW I have always wanted to include "Lime" as a resource but you can't model it in BtS as it provides a health bonus through whitewash and plaster but pollution when being manufactured.
Hold that thought for the moment but I'm sure we can find a way to effectively model it through this developing methodology.
All this talk over volumetric resources worries me. In Civ 5 there were a few volumetric resources, like metal and horses, to limit the number of some types of units . And with the Civ 5 one-unit-per-tile system with its traffic jams later in the game, that's probably a good thing. Also, all the volumetric resources had map-based limits.
The way you talk about volumetric resources you talk about making ALL resources volumetric, including building-produced resources. That would not only massively increase micromanagement, I suspect it would also require that you are allowed to build the same building more than once in the same city.
A volumetric system as discussed here could potentially make C2C much less fun.
Part of the discussion intent here is to determine a system that doesn't require volumetric resources but can be optionally able to utilize such a system. It's not easy to create a core that makes such a concept optional but I understand it MUST be optional because it could do exactly as you say and make things a lot less enjoyable. So I'm looking to first perfect the boolean resource system before moving into that project at all. It might be we won't want volumetric at all after such a system has been designed anyhow. Just understand that I'm not looking to make it a required gameplay feature and that it's only in preparation for it's potential that it gets brought up in discussion for now.
There's been some interesting backroom discussions between DH, Toffer, Joe and I on that subject so there's some general ideas floating about as to how to manifest such a volumetric system. And the method employed that you are pointing at are entirely not the method I have in mind at all. But lets not jump the rails to discuss that here yet. I'd rather first figure out how to make the game work awesome without it. Nothing is decided quite yet on how that will manifest and if.