Or perhaps, more interestingly, you could have multiple commodities that represent currency and that change value based on abundance (these commodities could be useable too). Salt, grain, gold, mana crystals, head of cattle.
This is actually what i would prefer. So in one game, iron might be very rare and thus worth so much more throughout that game, and in another it might be a different resource thats rare. So that money actually means something, because you would be spending it to actually get other resources that will actually build you things. In games like these, money and the economy always takes a back seat which wouldn't be the case when running a nation. It would be one of the most important things. I'd like to be able to evaluate every game which is the best nation to buy salt from if i need salt? I don't have any iron, is there any nation i can buy iron ore cheaply? Where should i try to get a trade treaty signed? These questions would make every decision count and increase the games re-playability i think
As far as I can tell, based on the betas, resources will be amassed (or produced) and not unlimited (like it was in the civ) from resource ownership. So there could be a world market where i could buy a certain amount of wood by giving a certain amount of iron. They would each have a value in gold (based on abundance like demiansky said). So if wood is common in the world, it will have a relatively low price, and iron would probably have a higher price. Or maybe you could have it be based on a nations abundance of a certain resource, so you could have a certain resource be cheaper in one nation than it is in another?
This way its kind of like having different currencies, but really its just based on how important a certain resource is to that nation at that point in time