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Could you describe any issues you're having? I just fired up a game of Civ VI without the Gathering Storm expansion and this mod appears to be working as intended.
There is a workaround out there in the modding community -- some people have published mods that enable the harvesting of luxuries and strategics.
On its own, this mod should enable you to consider city and district placement without having to worry about newly revealed strategic resources messing up your carefully laid-out plans. This would include planned aqueduct placement -- since players can see all strategics on the map from the beginning of the game, players can find appropriate alternative city spots to ensure that a "dry" city can secure a valid aqueduct tile.
All strategic resources will provide zero bonus tile yields for all human and AI players until the owner has researched the appropriate technology, at which point the universal trait modifiers will kick in with the appropriate resource and technology (not improvement) requirements.
Everything's written. Play testing now.
Once I've got Gathering Storm, I'll be able to look into those XML tables to see about which tags are necessary to restrict strategic resource generation until the owner has unlocked the appropriate technologies.
Correcting the production yields ought to be a simple fix, and shouldn't require knowledge of the XML tags that would ship with Gathering Storm, so I'll be able to address that issue now.
Maybe allow improvements to be built on them from the start, BUT dont let the improved ressources yield the ressources immediately.
Instead, make techs that increase the ressource production of improved strategics.
Like, let iron and horses produce 1 of them from the beginning, and let iron working improve iron mines ressource output by 1. Just as an example.
Coal could be started to be mined before the industrialization (with 1 coal/mine), but not be used UNTIL industrialization, ect.