I was discussing procedural city generation with a graphics person awhile back. One of the things we realized is that procedurally generated cities almost always feel "wrong" because real life cities generally have a mishmash of dozens of general architectural "styles" based on various quirks of history. One example: in Cincinnati Ohio, working class houses in certain neighborhoods have stained glass windows . It's u…
I'd still love to try and write a game that included time travel and the results of historical changes on a modern city.