Un less its a very (from top view) big gap not surrounded by any form of compact less plot area. Its possible to work with it.
How ever it should still stand if you want to save the area from any structure you have to plot it (above or below it to fill in the gap).
As beacon reservations where intended to reserve some room for expand and or protection for any connection with an other zone.
(Witch got abused in some cases to reserve at least double of the terrain you technically could claim)
See what you mean donāt get me wrong but this is a better option in the long run in my eyes not to say it will bring its own difficultyās and problems with it.
Not really a fan of this entire change. I understand why its happening, but I think the snaking reserve thing to fix should be a separate issue.
I flat out admit I slightly abuse the system when I plan a build. I stake out the perimeter so the āareaā my build is going to be is claimed, then slowly fill in the plots as I build. This is 100% to prevent me from getting 1/2 through my build and some random new person plots right in the middle of what I was doing. The new system fully prevents that. Effectively killing anyone wanting to build any thing of decent size without getting a large amount of plots before they even start building. To me that completely kills any creativeness in the game.
This compactness thing also kills off legitimate roads, and bridges.
The large snaking all over the place with reserve thing does need to be addressed, but I donāt think this compactness is the way to do it.
If I had to pick a threshold thing⦠then .10-.15 seems to be the best options form playing with it on a few planets.
the compactness calculation greatly benefits you to build with other players in terms of compactness.
if a 4-wide āroadā can be 46 plots long, then a pair of 2-wide āroadsā side-by-side (aka same āshapeā as the 4-wide road) can be 100 plots long.
the calculation is again, based on number of plot(columns) vs number of empty plot(columns) around your beacon (up to a 2-radius matching reservations), so if you have neighbouring beacons it greatly improves your compactness more than if you plotted the area yourself on the existing beacon
the case of a āroad around the edges of a settlementā is uncompact in the calculation, because it has few plots, but a huge empty space around it on the outside, whilst a road inside between beacons is massively compact by having no empty space around it at all.
I circled the original KB in pink.The roads ended on all sides at other beacons and we were blocked from expanding while maintaining connected roads. The green lines show the Viceroyās Highway as I placed it originally, effectively doubling the area we could build on. I plotted my tower at the south end, and had a build that the northwestern bridge emerged from. There were no other beacons around it and it isnāt a grid pattern. I was following the landscape, which just felt natural and realistic. I would not have been allowed to do that with this system. I doubt the city would still be here.
My only āplanā for the city was for it to not be a grid. I never told anyone not to build anywhere because it was all free, and they were free to plot it. I wanted randomness. The dark red shows the current VRH as we expanded, about half of which would not have been allowed.
This, to me, is incidental ācreativityā that I believe gave KB a unique shape. If i can only extend it by a certain number of plots, it will likely be in more a straight line and Iāll need others to plot along it before I can continue. Iāll need to plot all the holes I encounter and other land that I want other people to plot. Just seems like itās lending to unnecessary plotting that so many proponents of compactness have stated bothers them.
Looking at this map, i think we need a special beacon that would allow us to build bridges over lava or water to connect islands without violating the compactness rules.
It is not always easy traversing a lava planet such as lambis. I think building bridges connecting islands should not be prevented or punished in this case
So i take it that small skinny road (goes 3 down) branching off that i built to @Spicewhale home is causing my whole place to go boom? How do i fix this? (without destroying it as the last option)
it looks at all the edges of used vs unused space I think. So the road alone might not be driving the issue. I think it could be other open spaces between connected beaconed spaces that are being counted as well.
Like if you drew a box around the whole beaconed area, inside that box what % is plotted vs unplotted⦠or something like that.
it could be if on the same beacon⦠i.e. the space ābetweenā the two areas of the same beacon become semi unusable by others and as such not ācompactā ⦠or something like that I think.
yeah, i think any area of open space in the beacons area is counted against compactness⦠so the more of those open spaces that are plotted instead of unplotted, the more ācompactā you become and then the one small road becomes less of an issue.
I like the proposed system. I would add that existing plot builds that are uncompact after system is implemented have zero footfall in addition to zero prestige.
I dislike preplanned roads and bridges. I would prefer that roads and bridges are built as the community grows.