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Mod concept: Cities overhaul


c0rg1

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This is not so much a mod request as a concept for one. It would overhaul the cities to be more immersive. As stated before I am not a programmer but want to share my ideas. If you think it is a good idea, give me a thumbs up, share, comment, etc.

 

If you visit any city in real life you will see that most are not perfectly flat. There are hills, tall and short buildings, bad and good parts of town, etc. For small villages and towns the flat layout works but when you get to big cities this frying plan flat element is extremely obvious. So here are a few mods that when added together overhaul the cities.

 

1. Unlevel ground: The in game feature that levels the ground for cities still works but does not reduce everything perfectly flat. Instead you have slopes, hills, but no cliffs. This means two additional mods are required for walls and buildings.

 

2. Sectional walls: To work with unlevel grounds city walls are now sectional with divisions being at the towers. The height of the wall snaps up or down per level within the tower. The wall sections are always one level above the ground based on the highest point of the slope it spans that is if wall tops are always flat, or have new models with slopes. The towers are accessible without keys. But lower level doors may be locked.

 

3. Accessible buildings. If you have a building on a hill the door can be above you with the default model. This mod requires buildings to have a deeper base with a wrap around staircase. The buildings would be sunk into the ground so the side on the higher end of the hill is ground level but the front is now above the ground. Thus the stairs.

 

4. City layout roads: This is a rework of how roads are made in cities. They are created first then the buildings around them. Giving the roads a reason instead of randomly placed between buildings. Rules such as "all roads lead from the city gates to the center of the city" would come first, then branch out. Roads could now have randomly generated street names.

 

5. Economic Districts: Creates sections of towns that are visibly wealthier or poor. A signifier of crime and the lack of guard response time. Possibly wider roads, more trees for wealth and tight roads with no greenery for poor.

 

6. City Overgrowth: Buildings can now be outside the city walls. This creates a small walled city, then an expansive wall-less city surrounding the outside it. New buildings could be available such as Stables for your horses!

 

7. City Farms: If there is a walled city, there has to be farms to support it. Gives every city or town a need for a food source. Miles and miles of FARMS! Possible new farm models that ignore the "flaten ground" command for their placement. Applies a farm field texture to the ground with farm buildings in the center. Create new farm types. Livestock farms were the fields are not planted and fenced in. Orchards with rows of trees. Farming fields where a planted field texture is applied to the grounds.

 

8. City sewers: Gives each walled city a sprawling single depth dungeon with associated monsters. Rats, crocodiles, thieves, etc. Also a "sewer entrance" of course.

 

These are some ideas. I believe that 4,5 & 6 would be the most effective at overhauling the cities.

Alas they are only ideas as I am no programmer.

If you like the concept, give me a thumbs up, or suggest something better!

I always love to hear what folks are working on.

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