Before I even begin, let me all wish you a merry Christmas to you and your family, may this be a golden week for you all!
Thank you all very much for the response, I am flattered by the informed responses I've received, and I'm happy that we can lay this for an interesting discussion rather than answer you one by one, I'll make a grouped answer that will (hopefully) answer your questions!
I do get that the way this is going to be done is certainly special, and some of you have questionned the feasibility of such an operation.
In a comment LnX said "Look at Japanese highways and innercity highways, they are curving and weaving stretches of tunnels, elevated roads and overpasses. Or complicated intersections and buildings curving around one corner of the intersection." Indeed I am all to familiar with the complexity of the infrastructure these countries have, in my work for Hong Kong getting to the essence was an important part, a sort of abstraction. The idea being to represent that this area is complex, rather than represent it, in all it's complexity.
This brings me to a definition or realism in Sim City, how far can realism go, what is the limit? The question of realism was asked by many, and to say realism in Sim City will be conditioned by essence that I've noted about above.
In my Hong Kong recreation realism was symbolic. Not all the streets where correct, nor where all the buildings, to say it was an approximation would be a lie, but the element of compromise is central, I take for example Connaught Road in Hong Kong, in Sim City I operated an abstraction, on of putting 2 NWM roads and an elevated avenue.
About the grid in a comment by Kisa Atsuko the question of the grid is central, I hope my answer on essentiality in an uban approach in the game made it clear. Apropos the grid the grid is a urban condition and relation to nature man has. the grid is a dominance of cartesian thought. Cities in Europe aswell as Asia use the grid, Beijing and old Edo as Carl pointed out. And I am a fan of Kisa's attempt at breaking the grid, but I don't think the answer to the question I posed about "character of the city" lies i whether the grid is used or not, nor in the BAT's as Tankmank pointed out.
I can imagine the concept is fluffy and somewhat confusing, I do think after a few updates on my approach with actual made content will be understandable
However if I had to resume my concept in one phrase, it would be "An apporoach to a SC4 city based on analysis and inspiration of existing urban forms and history with an essential approach to create a coherent and structured lively city, with making that structure easily identifiable and understandable."
So without further explanations, let's get dirty! I'm a masochist, yes! I'm an architect, and architects are masochists? yes! of course.. all this to say I would like you to impose me certain elements, in order to create a situation to start the work from, a sort of context..
Nothing more than a map, with only water and maybe mountains, I will look myself, but I will gladly go with a map you propose as long as they can be built on and seem natural (Islands, bays, creeks, peninsulas etc...)
Stay tuned! and I hope you will find this an interesting point of view on an Asian CJ! I leave you with this representation of underground flux in Beijing