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Answer by Scribe

var ground : GameObject;
var numberOfBuildings : int = 20;
var inititalBuildingNumber : int =20;
var numberOfRows : int = 5;
var building1 : GameObject;
var building2 : GameObject;
var building3 : GameObject;
var MyPosition = Vector3(10, 0, 10);
var buildingType = 4;
var zchange = 10;
var nothing : GameObject;
var rowchange = 0;
var rowchangeIncrease = 10;

function Start (){
inititalBuildingNumber = numberOfBuildings;
var newObj = Instantiate (ground, Vector3(0,-0.1,0), transform.rotation);
newObj.transform.localScale.z = numberOfBuildings*20;
newObj.transform.localScale.x = numberOfRows*40;

}

function Update () {
    if (numberOfBuildings > 0) {
        buildingType = Random.Range (1,5);
        print (buildingType);

        switch (buildingType) {
            case (1) :
            Instantiate (building1, MyPosition, transform.rotation);
            MyPosition += Vector3 (0,0,zchange);
            numberOfBuildings--;
            break;

            case (2) :
            Instantiate (building2, MyPosition, transform.rotation);
            MyPosition += Vector3 (0,0,zchange);
            numberOfBuildings--;
            break;

            case (3) :
            Instantiate (building3, MyPosition, transform.rotation);
            MyPosition += Vector3 (0,0,zchange);
            numberOfBuildings--;
            break;

            case (4) :
            Instantiate (nothing, MyPosition, transform.rotation);
            MyPosition += Vector3 (0,0,zchange);
            numberOfBuildings--;
            break;
        }
    }
    else {
        if (numberOfRows > 0){
            print ("next");
            MyPosition += Vector3 (rowchangeIncrease,0,-(zchange*inititalBuildingNumber));
            numberOfBuildings += inititalBuildingNumber;
            rowchange += rowchangeIncrease;
            numberOfRows--;
        }
    }
}

I got it to work for me after I fiddled around for a bit and changed and reorganized some of your code


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