We've actually found this to be very off-putting. It often ends up with certain players remaining stuck in long droughts, often unable to do anything.
As a result, we tend to play with "welfare". Essentially, a secondary currency system that can be exchanged for any resource. Cost scales with the amount of victory points you have, so it becomes less valuable as you advanced closer to victory.
We've found this helps create a bit of balance and ensure that everyone has a chance to stay engaged.