Two resources many novice game designers tend to overlook are time and attention. The player can not do everything at once and can not be everywhere at once. So they need to prioritize which problems to take care of and which problems to ignore.
This is a major factor in real-time strategy, especially on a competitive level. There is a reason why the performance of competitive RTS players areis often rated in "Actions Per Minute". A player with the mental and physical dexterity to perform lots of actions quickly can beat a player who is in a superior strategic position and has more access to "real" resources.
However, focusing your game on that aspect can lead to a very stressful and hectic game experience. There are players who enjoy that kind of gameplay, but it is not everyone's cup of tea. Nevertheless, there are ways to implement these aspects in a turn-based strategy game which is played at a more leisure pace.
Time as a resource can be implemented in turn-based strategy by putting a hard limit on the number of actions the player can perform each turn. So the player has to decide whether they want to spend their last action on ordering the construction of a new combat unit, to reassign their workers or assign a new research goal.
Attention as a resource can be implemented in a turn-based strategy game by giving the player an avatar in the game world. They can only perform actions within the vicinity of their avatar, and moving their avatar to another location takes one or more turns.