Short answer: It depends if it suits the strategic decisions you're trying to build.
A few years back, I did an analysis of potential resource gathering mechanics that could be implemented in one of my RTS. Rather than focus on the theme (what the resource is) I focused on how its mechanically harvested, stored, etc.
Here's a brief overview of what I came up with as potential avenues for each of my resources:
Form of resource
- Single-input concentrated resource object (Warcraft's mines) - Workers only pick up stuff that's already lying there.
- Single-input automated concentrated resource object (StarCraft's Vespene geyser with their SC2 campaign automation upgrade).
- Multiple-input concentrated resource object (StarCraft's minerals, AoE's rocks and gold). More than one worker can harvest simultaneously.
- Multiple-input scattered resource object (Dune's Spice melange). Sub-category: World-shaping resource: (Warcraft's Wood, rocks in a tunneling game).
- Multiple-input scattered resource object using a refinery-like approach: it automatically harvests everything in a radius.
- Intangible (StarCraft's Supply Depots, Warcraft's Farms, C&C Energy Capacity, etc).
- Territorial (Warhammer 40k, Ground Control: zones you need to capture)
Form of harvesting process
- The resource is automatically collected (having a vespene geyser that automatically refines gas over time without the use of workers).
- The resource is harvested (its lying around, waiting to be picked up by workers and brought back home to be collected).
- Hybrid (the building slowly generates the resources, but it will also need to be collected)
*Possibility to include 'warehouse'-like buildings to shorten collection range
- Swarms (StarCraft, Warcraft) - Generally travel short distances, have a small cargo space
- Small numbers (Dune, C&C) - Generally travel long distance, have a large cargo space
- 'Golem' - Hybrid unit that transforms temporarily into a warehouse-like building but can revert to a mobile form. No need for 'back and forth' but requires immobilization commitment
- Building-based - (Dune's Windtraps, StarCraft's Pylons, Supply Depots, Warcraft's Farms, etc.)
- Positioning - (Usage of military units to capture locations, transferring military advantage into extra resource income).
The key here is that Food, Wood and Gold are thematically relevant, but their implementation shouldn't be straightforward. AoE and Warcraft have a drastically different implementation of Gold for example, and Food. While their implementation of Wood remains relatively similar, the 'proxy' collection buildings behave differently.
I wouldn't worry too much on what resources you're actually ending up with, and would rather focus on the mechanics you want to put into motion.
If your implementation of gold is to have a very close mine that does all the job and simply needs peasants to gather, there's not much room for risk-management and you won't force the player to go 'out there'.
One of the very intrinsic fun byproduct of 'wood' as a resource is that, by design, it forces you to reach further out as the game progresses. You'll soon end up with no natural resources nearby and will progressively need to send out operations to get wood out.
This will generally come at the expanse/investment of a small base, commitment of some military units, etc. The same could apply to have mines that you need to first find, then build around.
Focus on what you believe will make your game 'roll' (force players to come in conflict, etc) and build around that.