This suggestion is more or less connected with my other sugestion about distric specialization.

Something i usually find anoying in 4x is that urbanization process is often see as something predetermined/ inorganic. 


I would love to see a map like in endless legend : with geographic borders with different regions.


At first, the player aim would be to fully exploit the accessible ressources within his starting region. He would achieve that by placing the corresponding district on the tile : corn > Farming district / Stone > industry ditrict. And so on. Step by step, he will add different kind of district around the firsts ones, forming "hubs" (=Villages). Then, he could decide wich one of those would be the main city by first levelling it and second pointing it as the capitale, leading to bonuses to all the regions depending on the type of hub he decided to advantage. 


Here is an example : let's say my starting region is a valley with a river. I can exploit fish in the river, oak and stones close to the mountain border, and corn on the ground. First i'll place farming district in each food ressources (fish/corn) and industry district on oak and stones.

Then I know that placing two farming districts adjacent to my stones will double my production of industry on that tile, I also know that adding an industry district and a market district next to my fish will lead to a combo bonus (river), and that the ground around my corn allow me to build a future big city whereas the oak gives a defence bonus to all adjacent tiles. 

Depending on the choice i make, i will be able to "level up" one of my exploitation into something else, let's say a "village" : a mining village, a trading village, a farming village, a defensive village.. etc. Then, i could decide wich one of those village will be the "capital" of my region (and allowed to change my mind if it doesn't suits my strategic interests anymore). The mining village ? bonus to all industry on the region. Defensive village ? better defense for every tile, etc. 

As time pass, or "tiers", or "ages", the original specificity wont matter anymore, because the urban density will merge my mining village into a random city, or because the ressource is not strategic anymore. I will then destroy my former district to build something else, for example, more market districts, because I know that a market district surrounded by 5 level 2 market districts allows me to level up into a Trade city. And so forth until the megapole. 


This is how dynamic/ organic urbanism looks to me, and i'd love to see it happen !