Granger wrote:Please define 'connected to an active claim/village', preferably in a way that a computer (which is stupid by definition) can understand it.
Paving currently only decays from the outside, yes? So presumably the decay can understand the concept of 'contiguous'? Therefore hopefully decay mechanism of paving can be extended from 'Is the unclaimed paved square next to some [grass or already-vine-covered paving]? If yes, allow it to decay', to 'Is the unclaimed paved square contiguous with a paved square under the protection of an active claim? If yes, don't allow it to decay'. But maybe at the moment all it looks at is 'adjacent', so a max of four sides per tile. And in what order does the decay work? Does it start with a [ground] tile going 'can I expand to next door?' or a paved tile going 'Do I feel overwhelmed by all this vegetation around me?'
I don't know, this might involve WAY too much thinking about the relationships of every single paved tile, coding is not a thing I have done. Mostly I just really liked Maelstrom's roads last world and would like to see the possibility of their return.