Right, here's how this is going to go.
The first things that go on the map are the primary server builds:
These server builds shall exert a 700-block radius no-build zone from
every chunk edge that no town is allowed to be built on or extent into.
View attachment 27964
After that, it's time for player claims, which proceed in an order as follows:
1) Greylings and Earthspawn, who have specific stuff worked in for them into the map already and do not need to claim areas. The Earthspawn, lorewise, gain possession of the charred biome by virtue of nobody else wanting to live there, such that they can be left alone. The Greylings get the area immediately around 'Cherbert's fingernail', a particular gash in the mountain chains.
2) Major Collectives:
Anybody who has more than
2,000 total plots worth of area to claim, which needs to be purchased either already, or immediately upon being granted transfer. If they wish to exert an area of influence, they need to arrange their plot claims and builds such to take advantage of the town influence rules,
presented at the end of this post.
3) Moderate Collectives: Same rules, for between 1,000 and 2,000 total plots.
4) 500-1000 total plots to transfer.
5) 250+
6) 100+
7) >100.
Things are being done in terms of total claimancy size first, because otherwise, it's /rather/ difficult to slot in builds over a certain size when claims are all over the place.
Within each bracket, the following rules determine claim order and priority in the event of a conflict:
1) Completion: A completed build takes precedence over a partially-finished/claimed build, and a partially-completed build takes precedence over a build that is just in the imagination.
2) Terrain Dependency: The more a build
requires a terrain type or terrain features to work. Examples include port cities with docks and ships, which must have access to a logical waterway, and builds that need to be built into mountains.
3) Geopolitical, Cultural, Factional Logic: How much does the build make sense to be in it's location? Does it touch the borderlines of influence of another build of the same race, culture, or faction? Etc.
This is the next step after Terrain Dependency: Once a build's location is self-consistent, it
must make sense with it's neighbors.
4) Number of
confirmed individuals behind the application: Here's where I get creative. Any individual can only sign on their personal push to
one build transference application, which can contain placements of multiple zones. To encourage larger collectives to apply as one unified whole and to work together to form their own Geopolitical sense.
5) Active-time-on-server seniority:
In the event of an
intractable conflict over a location between groups that
cannot be resolved by the groups themselves or mediation, and without a clear winner in the above categories, it will default to whoever has been around on the server the most as a method of fairly rewarding loyalty.
Build Influence:
Every placed build exerts a radius wherein other builds
cannot be commenced without the consent of the owner. This system is being expanded upon to allow groups with large builds, and large collectives of builds, to secure larger areas while still remaining fairly based on plot numbers.
Any collection of plot claims influences the surrounding area away from it's
edges based on the total number of plots within it, via the following arrangement:
1. Coruscant. (1601 + plots. )
-Maximum influence (300 block radius)
2. Metropolis (801 plots to 1600 plots)
-High influence (200 blocks)
3. City. (101 plots to 500 plots)
-Exerts moderate influence. (150 blocks)
4. Town. (Anything from 1 plot to 100 plots.)
-Exerts minimum influence. (100 block radius, as per building rule)
There is a special rule for territories here, namely, that if a build, or collection of builds concisely encapsulates an internal area, for sensible reasons, that area is also considered influenced.
As an example:
View attachment 27962
In this above picture it makes /zero/ sense for a build to be allowed within the interior space between these four builds.
Likewise, one can have a contested area, where the same thing happens between two non-aligned builds:
View attachment 27963
In this example, three rival builds are very close to one another. It does not make sense to allow a build anywhere within the purple area.
Of course, exceptions can always be made in exceptional cases, or if anyone tries to cheat the system.