I am thinking about game mechanics for a game taking place in medieval times. And one idea that I had, it that could could need to keep track of multiple resources judged as common resources: Wood, Iron, Stone, etc. It could apply to food too: Grain, Fruits, Meat, Spices.
So instead of managing everything as material or food, you would have detailed resources to manage. That could lead to situation where you can build a Palisades because you have wood, but not a Wall because you do not have access to stone. Or you cannot build Archers and Catapults because you do not have wood.
I am not sure yet how the resource would be handled (accumulate each of them from turn to turn, only verify access to certain material, etc). There are various option with different degrees of complexity.
Still, some people could argue that there are many substitute material. There might not be Iron, but there is bronze or copper. There might not be any wood, but there is bamboo. So it would be very unlikely that no substitute is available. Maybe your wall is not made or stone, but of sand or clay.
So managing "material" as whole, or sub categories: Ore, Lumber, instead of Iron and wood, would be a better solution.