Any discussion on the resources I believe should also in some way tie in to whether or not we're looking for more of a specialist-driven game, as opposed to a tile-driven game (for the obvious reasons that this affects how the ties should use resources).
From Maniac's thread (emphasis mine)...
For that reason, I’d prefer hammers being almost exclusively provided by labourer specialists working in the base, and not from terrain yields or bonus resources. I’d also prefer a quantitive resource system, ie not uranium resource being sufficient to build nuclear plants in all your cities, but one uranium resource necessary for each nuclear plant you build. Also oil (besides giving energy) could not give minerals directly for instance, but eg reduce the cost of building recon rovers.
The possible uses of energy fit kinda well with what commerce is already for in vanilla civ4: city maintenance and unit maintenance. Base facility maintenance could be added back to the list. I’d prefer to make a distinction though between energy production and general GDP/commerce, which translates into labs production gamewise. Science production I would prefer to reserve mostly to specialists (so free market for instance could give +1 labs per specialists, not +1 energy on each square as in SMAC). A windmill produces energy, not labs.
In this idea, we have both science output and hammers being almost solely driven by specialists (although, technically, I could see the "worker" specialist being thought of as a default "worker" or drone). This leaves only nutrients and energy (if science output is split off of energy) to be the only resources left from SMAC. I guess what we're saying with this idea is, "Hey, it's a barren land, but it obviously has stuff that we can use to make our machines/computer/buildings/guns. Let's just remove HOW we get the materials from the equation, assume that we have plenty of resources to build stuff, and say that the more workers the faster things get done."
However, I think some people will find this icky. Three has always been the magic number of resources. Munchies/Material/Money, that's how it's always been, tried and true.
I'm really hit a wall for ideas here. I'd like to see a neat new concept that might deviate from the rule of three. The idea of making specialists more accountable for the output seems like a step in the right direction (so long as it doesn't add the need to micromanage the city.. if science is mostly coming from specialists, I don't want to have to make sure every time a city moves up in pop I convert the default specialist to a science specialist just to make sure I'm maximizing my science production. This might be able to be automated, though).
Edit Oh, you're talking about THOSE resources... well, I get this thread should discuss all forms of resources..