The new options in 0.6 works nicely, thank you muchly.
However, I still had some issues with POI placements - it seemed to reuse a lot of assets within close proximity, sometimes next door. For example placing 4 similar compopack skyscrapers next to each other. So I investigated further. The issue seems to stem from the POI list generated from the prefabs folder. By extensively modifying the list, I was able to generate a map with low duplication per city/town, and getting more of the compopack placed.
I suggest the following:
- Force cities into large grid, towns on medium grids. This way it may pickup and place some of the large footprints POIs.
- Create an aggregate list of POI and place from that into the grids based on zone priority. This will limit duplications. I can also suggest an internal usage counter, to limit POI usage in total on a map.
- Check zoning assignments, some POIs are able to be placed in other zones, besides the primary/first assignment. It seems your code only uses the first zone listed.
- Some POI can be placed in wilderness, if there is no open slot match inside city/town limits. I did this manually for some that never gets used. It makes the wilderness more interesting.
- I had to modify the Traders to shrink the protection zone, it often overlaps near POI, making parts of them not lootable. I suggest to offset the traders by half of the protection zone so that they only extend into the street.