| ▲ | noduerme 18 hours ago | |||||||
Regarding modern roadways and viaducts that pass around medieval city cores, it's fascinating how they can be seen and still not seen. I tried to do this in Cities Skylines II for awhile, building very narrow streets in "organic" city centers with low-to-mid density, and then transitioning to a new city grid around the old center. Finally, superimposing highways and tunnels without destroying the original historical core. There were some beautiful results, but the traffic jams were astounding, even with limits on the city center roads and highway exits. This is the way cities actually grew, so to me it's much more interesting to simulate than a "perfect" city built all at once. One thing that was fun in SimCity 3000 was that certain technologies didn't become available until you had a certain population. I would almost wish that a city-builder now would allow you to take that to the extreme: Spend 200 years with horse-drawn carts before you can pave a road, and then figure out what to do with the mess. But more than anything: Oddly shaped buildings that fit into oddly shaped lots, which are not limited to hotdog stands. | ||||||||
| ▲ | Ef996 17 hours ago | parent [-] | |||||||
Haha. I myself tried to play CS like that. Start with a historical core. The thing is the way the game is implemented buildings only have rectangular footprints while in reality buildings occupy the spaces more organically. I actually spent quite some time on google maps trying to see what pattern historical buildings followed to fill in spaces but couldn't get a definitive answer. I drafted it at some point in sketchup. Here is the result https://imgur.com/a/procedurally-generated-buildings-that-or... | ||||||||
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