So, the following game, while it isn't the type of game I am looking for in a modern city building game, and the art style is a bit too "Foundation" if you will and a bit too cartoonish looks interesting..
What I love about this game is the zoning mechanic and how it handles oddly shaped areas. I haven't seen this zoning mechanic used before, but I love it..
Watch this video:
Zoning is fantastic and handles odd-shaped irregular areas very well, and combines them into larger lots.
I am pretty sure it is the road placement, not the topography deciding the shape of the "squares" (for lack of better term as some are triangles I guess polygons?) that combine for the larger lot sizes.
Imagine this implemented in a more modern city builder, and we have our square zoning nightmare solved, the roads would create the shapes for the zone vectors.
Combine this zoning mechanic with procedural generation of buildings this would solve the corner lot problem.. this would fill all the space in between roads with lots that actually fit.
This is kind of the best of both worlds- can deal with triangular spaces, but also could just be a regular square grid for grid areas of the city. Can create original lot sizes that completely fill odd shapes.
I really love this mechanic- don't really love this game, but this mechanic combined with "Tiny Glades" building editor type system, and players creating building textures and procedural elements and we suddenly have an amazing city building game that solves a problem we have had with lots that were formerly all squares not filling completely.
I also like how the small shapes (sometimes triangular) can combine with neighboring squares and shapes. This mechanic would be so great in a modern city-building game.
What is shown in the game is the "vectors" (smaller squares or triangles) are connected, and a larger vector based shape is created, then the player decides if a house, field, or agriculture develops there. This type of zoning could be easily transitioned into a more modern city building game where instead of sheep fields.. low/medium/high density residential is zoned - ports are zoned, cemeteries are zoned etc. etc. heck, keep the sheep fields, and have a large agriculture sub-section with different field types.. this could be huge!