So, I'm going to lump this with a recent thread I just read here: https://forums.elementalgame.com/420896/page/1/#replies
Several concepts are touched on:
1) Should the city be 1 square or multiple squares on the main map? Definately multiple squares, imo. I strongly believe that 1-sq cities would be a step backwards in game design.
2) Should a city be allowed to 'snake' on the main map? I would argue no. Being able to 'cheat' your units across squares through the use of a city should not be allowed. Units should not ignore the individual squares within a city. Granted, travelling these squares would be like traveling along a road that you know is safe...but you still would need to travel it.
3) How should a city be able to expand, in order to obtain nearby resources? I believe a system should be set up to partially limit the way a city is able to expand. An example of this could be: all building points around the first square must be filled before moving on to the second ring. Perhaps different buildings take up different amounts of realstate? This would give the player the ability to PLAN city expansion dependant on the types of building chosen for construction.
4) Should placing building locations within a city be optional? Absolutely Yes! Tied in with #3, if by placing a building on the one side of your city is able to grant you a resource sooner, than that most certainly be made an option to utilize.
5) Should there be a separate 'city window' for city development? I would argue 'yes' as FE is a 4X game. Expanding ones city is another unique part of the game and should be made as flavorable as possible. Should 'city window' be a checkable option? Sure, if it's been developed already, there is no harm in it....so long as those playing without the 'city window' understand that they may be missing out on some of the possible depth that the game can provide.
I hope everything said in my view is clear. If you have any comments or questions, please feel free to reply.
Thanks.
Mike