Hmmm, Haanz, specially for you i want to repeat (one more time:) about my objectives in participating in this topic.
ALL WE (PS art-squad)WANT: YOUR'S IMPROVEMENTS OF KLYROS ARCHITECTURE STYLE, NEW IDEAS TO IT, cause the existent example of Klyros farm,(you can find it on main PS-site) very raw and impugnable.I can say so, cause I drew it. And i can, in future, introduce your(all of you) ideas to Game, keeping your authorship (but with PS-team rights).
Klyros settlement, that you able to make together in future (i hope

, is something different. To import it to the Game, your squad MUST match high level of modeling/texturing, match the Yliakim history/setting/etc, match our rules of rights, and, the most important thing, have to being approved by PS developer team and our leader Luca Pancallo. I like your idea of floating settlement, at list it can be good concept for PS-world.
I want to thanx Minetus and Rust for their agreement with my "klyros propositions" and their inspired activity. Regards, guys. Laanx bless you:)
Minetus, respect for your mapping. You get going in right direction. I suggest you to continue pay attention to details and SIZES. For example, if the farm has to be 5m*7m - mark it on your map... All passages must have 2m. in width, and about 2,5m. in height (as minimum). All doors must match this measurements too (as minimum).All steps of stairs (and etc) do not exceed 30 cm. And dont forget to imagine what klyros will say about your architecture researches

I suggest to divide all modeling/texturing process to parts. So, one man make port houses, the other one make boats, the other one make shore trees and so on. The man, who take one of those tasks, must be sure that he/she able to complete it with his/her 3d2d-skills.
Simple house - 500 polygons, big buildings - more than 1500 polygons.
Tree - about 150 polygons. Interior - about 3000 polygons.
Any comments?