onedreamer said:
Publius... realism must necessary come after game balance, especially when we talk about strategic resources.

I agree. Nevertheless reality as it "already happened" has some interesting offers for us:
- Not all starting positions should be equally powerful (offering different difficulties)
- In vanilla like somehow in reality resources are grouped. Like wheat does not grow at every place in the world. TAM should handle it equally. This enables the need for trading and makes alliances powerful. Tin is THE example as tin was short some times in history. Iron came up because it was available (one of the most common elements on earth).
- Civilizations grow or fall in periods. This we can reflect with UUs. Rome has a very modern UU while Egypt or Babylon are having very old ones. If Egypt is not growing too powerful in the beginning it should be hard to win the game.
Here's the real problem: that kind of promotions is the bane of balance. FFH is a very nice mod with very nice promotions, but they are too unbalancing especially vs the AI. Winning at Monarch in FFH by simply wiping out opponents is a joke while with vanilla Civ I have serious problems to achieve any victory, and I must be quite lucky to win...
You somehow HAVE to tell the AI how to use it or provide it with more bonusses. I don't like to win because the other one does not know "my new rules". If we have advantages from resources, and we should have them, the AI should be enabled to know how to use it.
How does the AI know how to use Factories and plants? This way we could do it... A smithy should be handled as a plant. Read more below.
I'd rather point to production bonuses with buildings, and/or to promotions that are available only if you have a certain strategic resource (if that's possible to script), but they should be advanced promotions (like require 2 stars etc) and not free promotions.
The main problem about this whole smithy thing (in defense as in offense) is: It's too much! We put them all together and receive 6 free promotions. I don't like being promoted that much for nothing. Though I understand that we have to give benefits for an available resource.
How about this?
We have classes of "power plants". Like stables, workshops, armories and smithies.
A stable (with horses) gives you better horses and thus a bonus (like +10% retreat).
A workshop (with forest in city radius) gives you a free artillery bonus (like +10% bombard) and a bonus to the city wall (+20%).
Armories are available with leather (hunting (and forests in city radius?)), bronze (copper (and tin?)) or iron (iron (and forests?)) providing armor for melee units with:
leather (+5% defense), bronze (+10% defense), iron (+10% defense, +20% collateral damage protection).
Only the strongest armory (with available resource) built is working.
Smithies are available with wood (wood working (and forests?)), bronze (copper (and tin?)) or iron (iron (and forests?)) providing stronger weapons for melee, cavalry and archers with:
wood (+5% offense), bronze (+10% offense), iron (+10% offense, +15% against melee)
Only the stronges smithy (with available resource) built is working.
I am against a production bonus. Why? You can always choose between more and better. And in a game I'd rather take better because managing better is easier than simply more.
I even would consider the buildings stonecutter and lumberjack. With available resource (wood in radius or stone as resource) they could improve the strength of a wall (+10% wood, +20% stone).
Those buildings should be overall some kind of expensive. They should force a decision between maybe 5 swordsmen OR an iron forge. They're really powerful, so it should hurt you really to build them.
Maybe over the traits we could lower those costs. Aggressive:Smithy, Industrious: workshop etc.