Zamul said in reply 25:
Now, I'm not saying that only building gardens is any fun, but by adding more kinds of improvements, and, like Frogboy mentioned in a Dev Journal, being able to merge improvements of similar types when putting them close to each other, there would be so many possibilities that worrying about gardens wouldn't really be an issue. Smart city planning would really become key, and cities would be more realistic.
Say, perhaps, that you place a command post, barracks, an archery range and an armory next to each other, and it "morphs" into a "military academy" with stats equaling the former buildings plus bonuses, for example. Imagine how rich the city building would be, almost like a crafting system! And to return to the garden thing, gardens could gain bonuses when placed next to each other, perhaps in a 2x2 set they could become "farmlands" or something, which would have bonuses.
But the most important aspect to this, I think, is that it could remove the need to delete outdated buildings. (The following is just an example for examples' sake, I know it might not be accurate in actual game rules:) If I had four merchant improvements, for example, for a total of 4 gildars per turn covering 2x2, and then researched the market improvement, which is also 2x2 in total size but gives you 6 g per turn, I'd normally have to remove the merchants and replace them with the market for optimal gildar per used tile, which is boring and "micromanagementy". Now, what if the system worked in such a way that the four merchants had merged into a "merchants' quarter" which gives 5 g, and then, when I research the market tech, the market replaces the merchants' quarters giving 6 g instead. Instant optimal upgrade without having to replace anything manually. It might sound confusing written like this, but essentially it would be: 4 g -> 5 g -> 6 g, without having to micro and remove old-tech buildings and build new ones, while still not sacrificing complexity (eg. not just having one single economy improvement that upgrades through three steps, for example).
Now this can get very complicated. But, a nice way to solve that would be colors. You know, at the moment, all the buildable squares are green. But with a system like this, it could work like this instead (example):
I have built a commandpost. Now I have researched barracks, and I'm going to build one. All the tiles around the commandpost are green, because placing the barracks there would build towards a military academy. The other squares are yellow, because placing it there would not build towards any bonuses.
To further simplify things, there could be a note in the improvement description, for example: "Builds towards: Military Academy". The ultimate thing would be to make the words "military academy" clickable, which would lead to a little popup with descriptions on how to build it (unresearched improvements would have to be listed as unknown or something, though), for example: "A military academy consists of: Commandpost, UNKNOWN TECH, Archery Range, Barracks. *stat summary follows with bonuses made clear*".
So, yeah, that's what I had to say. I brainstormed all this just now so it has some rough spots, but I believe it would really make for some rewarding city building and really separate the "men from the mice" without being hyper-micro or time demanding, instead just relying on city building knowledge.
EDIT: I realize now that this could work against snaking (building a line of 1x1 improvements to reach a resource), because all those 1x1 buildings would miss out on bonuses.
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Zamul has an excellent suggestion. Some tendencies of human beings: They feel "penalized" when they have to destroy something they "paid" to build. This will lower the perceived "fun" of any game.
Also, they will tend to gravitate towards one (or several specific) patterns of building, given no meaningful choices and/or bonuses/penalties. For city building to shine, it needs a much clearer GUI, less housing/populationcap shuffling (ditch housing, make population a function of food x (prestige)^0.5 with a growth rate determined by the gap between max and current, limit the number of gardens that can be built in each city at a given population). Shuffling caps isn't fun. And on any large map, it will quickly become painful. City Spam is limited by Essence (which should be determined by map size).
If squares are limited (one can assume based on population, but there are other ways to do this as well e.g. SoaSE's logistic points system, et al.), and there is an adjacency bonus for buildings, then cities will HAVE to be specialized. This is a direct result of the fact that you can't just build every single thing in every single city. As far back as the beginning of the 4x genre (Civ, Mom) there has been the "oh god, another city, food, granary, barracks, smithy, blah blah". Before there were "queues" you just had to memorize it and do what came "next" on the list. Breaking away from this patterned (mindless) city building would be a huge triumph for the game.
My personal desire is for organic feeling cities that aren't an exercise in queue clicking, but each have a purpose. To answer the OP's question: I want streamlined meaningful choices in city building. Not more clicking for clicking's sake, nor so simplistic that whatever I do is irrelevant, since every city will end up with all of everything anyway.
P.S. Zamul notes that this would work counter to city snaking. For me, that's a meaningful tradeoff.