1. Intended workflow is that you should be able to copy the Generator prefab (Assets\CityGen3D\Resources\) and make changes to it. Then reference it in the Generator Profile on Location panel so it gets loaded into the scene when you click the Load Generator button. So you could have different Generators for different locations, themes, and art styles just by having different copies of the prefab. One day I'll demo this by setting up a Generator to use low-poly cartoon style assets instead of the defaults. With the CityGen3D map data, you just have to copy the CityGen3D prefab and drag it into the scene at the start. Making copies of these two prefabs is a good thing to do, because naturally if you download a CityGen3D update, the defaults will be overwritten. I hope this helps give you some ideas with organization, but let me know how you get on, or if you think there is still scope for improvements. 2. It may not make v0.9 but I am developing a mechanism for modifying building instances after generation. I really want to able to do this for all the reason you mention, so it's high priority. So although options may be limited initially in this regard, it will be something being actively worked on. 3. Yeah so the last time CityGen3D is aware of the raw OSM data is when you click Process to generate the 2D map. After that, it gets all the data from the gameobjects parented to the CityGen3D root object. It's from this data that the 2D map is created. Long term, you'll be able to edit the 2D map at this point to modify surfaces and roads, or add features and entities. There are some limited editing capabilities already present for some objects. For instance, if you click a surface on the map like "Farmland" and view the Inspector, you'll be able to change it to a different surface type via the listbox and the changes will be reflected immediately in 2D map view. Likewise you can change some road attributes on the map as well and see the changes in 2D. This is quite limited at the moment, and is just proof of concept, but after v1.0 there'll be a toolbar for adding new objects and you'll be able to move and add nodes to change the shape of objects.