{"schemaVersion":1,"record":{"key":"mechanic/settlement-management--t105","type":"mechanic","id":"settlement-management--t105","lang":"en","title":"Infrastructure, zoning and adjacency","summary":"Object placement determines a base’s accessibility and convenience. Players consider occupied space, building connections and travel routes.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/settlement-management--t105/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/settlement-management--t105.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/settlement-management--t105.md","aliases":["Building placement and adjacency"],"tags":["Organization and settlement management","Mechanics and variants"],"sourceIds":["source-96be186d8ada50a0","source-df9ed2d1b2e7ac06"],"sources":[{"id":"source-96be186d8ada50a0","title":"Factorio: Content","url":"https://www.factorio.com/game/content","verifiedAt":null},{"id":"source-df9ed2d1b2e7ac06","title":"Spiritfarer","url":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Infrastructure connects plots through flows, while zoning and adjacency determine functional compatibility."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t105-variants\"></a>\n\n- Networks serve only connected plots. <a id=\"t105-v1\"></a>\n- Adjacency creates bonuses or negative effects. <a id=\"t105-v2\"></a>\n- Zones constrain future building types. <a id=\"t105-v3\"></a>\n- Trunk routes have limited throughput. <a id=\"t105-v4\"></a>"},{"id":"example","title":"Design example","body":"A school is walkable from housing, but a factory freight entrance crosses the main school route.\n\nPrototype check: Test network continuity after redeveloping a plot and clear explanations for negative adjacency."},{"id":"context","title":"Context and limits","body":"Organization management allocates space, time, staff and services among competing needs. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[],"placements":[{"catalogId":"settlement-management","id":"t105","title":"Organization and settlement management","url":"https://gamemechanics.pro/en/mechanics/settlement-management/#t105","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"Building placement and adjacency","description":"Object placement determines a base’s accessibility and convenience. Players consider occupied space, building connections and travel routes.","image":{"src":"images/mechanics/spiritfarer-building.webp","width":1440,"height":810,"game":"Spiritfarer","sourceUrl":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/","originalUrl":"https://thunderlotusgames.com/wp-content/uploads/2023/10/Spiritfarer-SCREENSHOTS-03.jpg","credit":"Thunder Lotus","rights":"© Thunder Lotus. All rights reserved.","caption":"Arranging rooms and ladders","alt":"Spiritfarer: rooms are stacked above the deck, ladders connect levels and a new garden appears as a green preview.","markers":[{"x":66,"y":55,"label":"A ladder connects building levels"},{"x":48,"y":66,"label":"A new object occupies grid space"}]},"tips":["Allow access routes to be checked before placing a building.","Keep rearrangement affordable enough to correct a layout."],"examples":[{"title":"Spiritfarer","url":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/settlement-management"}}