This is just a quick post, with a quick render.
The blog Urban Kchoze discusses Japanese Zoning practices thanks to this handy English-language brochure from the Ministry of Land, Infrastructure, and Transport. It’s a great article, and you should read it.
The gist is that the Japanese system uses something more like a maximum allowable nuisance/density level rather than North American systems, which tend to limit one zone to one type of activity.


Here’s a preview of the sweet charts featured in the brochure and article, to give you a rough idea of how it works. As you can see, the allowable use increases, but allows the previous uses from before, except in some special cases and in the case of heavy industrial zones.
Japanese zoning has other features, such as standardized zone types set at the national level, and angle-based height regulations.
Mixed-use development is all the rage these days for a variety of reasons, and it is my intent that the OTV Game will embrace it, departing from the previous R-C-I zoning model of previous city-building games.
The exact mechanism is to be decided, but there will definitely be mixed-use zones.
My current plan is to have a palette with a few basic, pre-made zone types, including both the standard RCI and some Japanese-style zone types. The player could then paint individual zoning restrictions/allowances, and sample these to add on to palette slots of their own.
How many restrictions? That’s a function of the development time. It’s important to find a good balance between ease of use, granularity, simulation cost, and development time.
Ideally, the virtual property developers in the OTV Game could build not just single-use zones on mixed-use lots, but mixed-use buildings - something common in traditional cities and some other kinds of cities, where the bottom floors of a multi-story building may be shops or restaurants, while upper floors are offices or residential units.


