Cingal wrote:I think the whole system works better with alternatives.
Somebody claims HQ Soil > Make Mulch. Slower, but doable.
Somebody claims HQ Water > Increase well quality. Expensive, but, possible.
Somebody claims HQ Clay > Make Bone Clay, or find clay via foraging and so on.
Making more alternatives like this doesn't solve the issue of claiming the resources in the first place, but, it does mean everyone else can eventually catch up, and thus the sting of missing out on a high quality node is less significant.
For sand, I'd say that at a basic level, sandstone should be breakable in a quern to make sand, and later in a more developed player may be able to use a windmill powered crusher to break down softer stones into sand (Or gravel, a sand-alternative.)
Likewise, an alternative route for glass could be Quartz > Crushed Quartz > Quartz Glass.
In terms of localised resources, I think having them be claimable at all goes against the spirit of the idea, and the current situation where people just palisade around them is pretty lame.
I'd suggest they should despawn and respawn around the world on a fairly long timer, but, I don't know how realistic that idea is.
Mulch is the only real alternative you have, at least at this point of the game.
Digging wells deeper is crazy expensive, especially after you did it a couple of times already. Water (as a resource) shouldn't be claimable. Anyone trespassing on your claim should be able to fill a barrel, since it's not technically removing anything.
As for bone clay, that's just crazy talk. Bone clay is super expensive to make in the beginning. While I get the idea of claiming Acre clay, since it has a finite amount, ball clay is infinite (sure, it has to respawn, but it's fast). Maybe Theft should be required to get it from a claim.
Much easier is to solve (at least in part) the localised resource - palisade issue. Make anything decay SUPER FAST in a large area around it. Or even just turn it into non-buildable terrain.
That way most resources would be hard or impossible to palisade (anything close to water or on mountains with lost of ridges), and anything else wouldn't be worth the time, if you would need to have a huge palisade and go back daily to repair it.
Another option would be to just make palisades not gain hardness close to those resources. So anyone with a decent STR score could bash it.
I'm sure people would still find ways to be annoying and "claim" those resources, but it would be much harder than just build a 10x10 palisade around it and leaving a stack of wood in it to fix with an alt...
Back to the main topic.
What if claim expansion wasn't about number of squares claimed, but simply about number of expansions? That way all claims together would go in a single pool, and it would be much more expensive.
Let's say you have your first claim on your village. You reached a point where expanding of 1 increment, in any direction, costs you 2k LP. When you place your second claim that claim won't cost you 100 lp to expand of 1 increment, it will cost you 2k. And so on...
This wouldn't completely solve the problem, but it would make it much more expensive for everyone to owns multiple claims, and people would only claim the area they actually need, not huge areas to prevent others from doing anything there.