We know that it was already mentioned the 4x4 limit on building sizes.
What I want to suggest to CO is that they don't hardcode this limit in the game. It is understandable that the vanilla version is launched with buildings no larger than 4x4. I believe that there's no issue with that "soft limit". But please don't hardcode that limit on the exe file.
Given the current systems already seen the various preview videos and streams. It should be perfectly doable to allow modders to create growable buildings with larger sizes as follows:
So even if the "zone adjacency" mechanic doesn't make it to March 10, please don't hardcode the 4x4 limit on the code.
Maintain the possibility to offer modding support to larger buildings sometime after launch.
What I want to suggest to CO is that they don't hardcode this limit in the game. It is understandable that the vanilla version is launched with buildings no larger than 4x4. I believe that there's no issue with that "soft limit". But please don't hardcode that limit on the exe file.
Given the current systems already seen the various preview videos and streams. It should be perfectly doable to allow modders to create growable buildings with larger sizes as follows:
- If a building as a size with no more than 4 tiles deep, for example 6x4, it should be possible to grow that building with the current zone depth of 4 tiles;
- If the player builds 2 parallel roads with the optimal 8 tiles in between them (4 to each road), it should be possible for buildings up to 8 tiles deep to grow in that "aggregated zone" as long as the game engine correctly identifies the adjacency between the zones. Granted it would be very difficult to identify adjacent zones in curved roads, so zones in curved roads would not be able to have buildings deeper than 4 tiles.
So even if the "zone adjacency" mechanic doesn't make it to March 10, please don't hardcode the 4x4 limit on the code.
Maintain the possibility to offer modding support to larger buildings sometime after launch.
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