• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mattis.hei

Recruit
Mar 7, 2023
1
8
Hey, thought I might as well share my thoughts here as early as possible.
I think it'd be neat to have a building style that instead of using the squares for zoning, would build the walls alongside the roads.
This would allow for curved buildings, and even buildings on 45* intersections. Like the Flatiron building in NY.
 

Attachments

  • image_2023-03-07_020855279.png
    image_2023-03-07_020855279.png
    2,4 MB · Views: 0
  • image_2023-03-07_021025228.png
    image_2023-03-07_021025228.png
    23,5 MB · Views: 0
  • 8Like
Reactions:

DukeLeto42

Field Marshal
75 Badges
Mar 24, 2016
4.123
6.921
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Gold Edition
  • Cities: Skylines - Parklife
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Green Cities
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
I very much like the idea of buildings that fit in non-rectangular plot shapes.

I'd also put in my two cents for buildings made for angled surfaces. Even a few designs for residential buildings that set the surface to a set slope rather than a flat plane would reduce the weird elevation jumps between two rows of houses on a hillside.
 
  • 4Like
Reactions:

antrachton

Major
12 Badges
Oct 9, 2018
703
359
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Europa Universalis 4: Emperor
Hey, thought I might as well share my thoughts here as early as possible.
I think it'd be neat to have a building style that instead of using the squares for zoning, would build the walls alongside the roads.
This would allow for curved buildings, and even buildings on 45* intersections. Like the Flatiron building in NY.
I've noticed that in their trailer that possibly they managed to pull it out :)
We need to wait to see more details :)
 

TTJ

Captain
11 Badges
Aug 8, 2018
397
415
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Parklife
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines - Natural Disasters
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
If the 5th screenshot on Steam (roundabout from above) is no artwork, then you can be quite happy! The building on the lower right has clearly no 90° angle and it fits nicely into the also not rectangular roads leading into the roundabout.
 

safe-keeper

• ← 2mm hole in reality
54 Badges
Sep 6, 2012
8.585
14.357
livetkanfly.com
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Dynamic buildings that follow road shapes would be awesome.
 

Olexandr Pena

Second Lieutenant
23 Badges
Feb 22, 2023
190
225
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Magicka
  • Stellaris
  • Prison Architect
I would assume it could also be quite demanding on the computer running the game, and therefore unrealistic.

Some buildings which doesn't just follow 90 degree corners would be nice though.
It is not necessary for the house to follow the corner of the road exactly, so long as the house that stands on the corner closely touches the houses on the sides. This will significantly improve the appearance of the streets
 
  • 1Like
Reactions:

Olexandr Pena

Second Lieutenant
23 Badges
Feb 22, 2023
190
225
  • Cities: Skylines
  • Europa Universalis IV
  • Crusader Kings II
  • Magicka
  • Stellaris
  • Prison Architect
If there is a procedural building system to allow buildings to fit any angle, corner or curve, I wonder how easy it would be to mod that system. If the system was heavily geared towards one architecture style, would it be difficult to mod it to emulate other architecture styles?
Of course, I have no experience in 3D models, but as a programmer, I see it this way. We have a house with 4 walls and, accordingly, 4 points. The points will touch the edge of the road and the wall will stretch at this angle. The number of windows and other decor will depend on the length of the wall.
I hope I have written everything clearly. I don't know how to implement this in Unity, because I have no experience with it, but at least this is how I see a simplified explanation.
Now we can only wait for the developers to share the news, or for some leak to happen.

PS
If the road is rounded, then you need the wall to follow the edge of the road. By the way, I don't know of any urban planning simulator that would implement this at the level of procedural generation. Therefore, I doubt that we are waiting for such cool innovations, but I hope for the best
 
  • 1
Reactions:

Splorghley

Major
96 Badges
Feb 10, 2012
618
2.501
Procedural generation of simple buildings according to pre-defined architectural styles would be a huge step forward. You wouldn't need a large library of pre-designed growables if you can procedurally generate them from a library of primitives. The tech for it is definitely there: Townscaper does something similar.

If they are in fact moving to a hex system, as seems possible from the logo / trailer, this could tie in really well with procedural generation.
 
Last edited:
  • 1Like
Reactions:

antrachton

Major
12 Badges
Oct 9, 2018
703
359
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Europa Universalis 4: Emperor
If a single developer could do freeflow boundaries (in Manor Lords), than so can colossal order.
That is more about the plot on which a building is situated on, and while a building doesn't change much itself, the fences around that plot, as well as the... "filling" whether it is a texture for grass or grass props, adjust to the new shape.
Prime examples as you said are Manor Lords as well as Ostriv.