And as we continue to think about the future of the game, Present Us is now trying to make sure that what we do isn't too burdensome for Future Us.
That's great to hear! Well, yes, it is certainly more difficult and not as easy if being constrained or there are things "out there." It's always nice to hear these little "from the inside" insights, so to speak, very interesting. I assume there are probably reasons of convenience for it but it always made me wonder why all the (or at least most of!) instances/interiors/differently timed double zones aren't just all on completely separate "region," - say, keep R1/2/3/4 and potential future ones for consistent landmass additions, and then R01, R02 etc for everything else. I mean, just matters of convenience and Past Us habits probably, that it wasn't done like this from the start? Or is more regions in the game somehow affecting game performance by any chance? So it's not as easy to have a whole bunch of those?