Futuristic buildings? These look like you'd find them rusting in Pripyat.
That's not very nice to Zephyris! 😜 They're modular, not pretty (though I like them, they have a certain vaporwave charm). Aside from that, these were originally made for the OpenGFX Mars project. They've had their introduction dates upped to 2030 (for the first one) or later (2090 for the final one) but if you play after 2090 then these should work fine with other town building sets as well as on their own for "realistic Mars" gameplay. I fixed the alignment for use with basesets, as the original files (including OpenGFX Mars Landscape!) were misaligned with the grid.
Wait, you didn't make these?
I've had a long standing... disagreement... with the OpenTTD community, but I won't take credit for what I haven't done. The graphics were created by Zepheris and the code mostly provided by Elyon. I'll even credit reldred here, though (s)he(?) gets no mention in the GRF itself unless (s)he(?) is willing to at least discuss this GRF and accept an honest attempt to fix bugs (but that's nothing that should concern a regular user or any other GRF developer, I accept that the time for internet drama is over).
Why would I want these?
They're basically those prefabricated "UFO habitats" which first got popular in the 1960s combined with the recent trend of building houses out of shipping containers. It's relatively boring compared to the Transport Tycoon + World Editor versions found in this, but these are less "1920s Pulp Hero" and more "2010s Science Hero".
Aside from that, base OpenTTD is very illogical about "futuristic" buildings. Most are just very-experimental designs from the 1960s to 1980s. No GRF has ever attempted to design buildings of any other futuristic or retro-futuristic theme. This version of the GRF at least proposes these basic modular structures as a near-future development.
What does this do?
These can be used with other building/town sets with no issues, to spruce up the very lackluster houses of vanilla OpenTTD. They could also hypothetically be used with the aforementioned Mars conversion, but I haven't tested it and given the age of that mod I doubt there would be no unfixable issues.
Could you fix the Mars Landscapes and Industries too?
Landscape is already done (will post that shortly)! For industries, I decided to go with making a new set out of GPL v2 graphics, known as ReMOTIS (Realistic Martian One Tile industry Set) but I might not release it as apparently GarryG (someone I do respect) is making an updated OTIS with buildings in it. If he wishes, the source code for ReMOTIS is available to him.
Lore?
I mean, it's an OpenTTD NewGRF. Still, I'd say that 2031 is "Martian Year 1" and 2090 "Martian Year 60" according to the original flavor of this. That puts the current date's unfixed Martian equivalent ("Martian Year 2025") sometime around 4055 AD/CE (For geeks using the Human Era Calendar, that would be 14055 HE). A vanilla-ish game with OpenGFX Mars only would last from 3980 AD/CE (13980 HE) to 4030 AD/CE (14030 HE).
Yeah, that's a pretty good take, fair enough.