Building Blocks:
Q: Do you think there should be just one set of each building block or node? Or multiple? How would you scatter them throughout the world?
There should be multiple locations for each type of block. Ideally, 4 locations for resource gathering located at vaguely each cardinal direction of the map would be ideal. Without fast travel, it shouldn't be a cross-continental trek to get oak wood.
Q: Would you want to see different numbers on these building blocks? In yield or in harvesting time?
The proposed amounts and timers seem reasonable.
Q: Would you prefer a system where you physically break the block rather than right clicking it?
Right clicking seems more logical if the idea is to speed up the process for gathering building materials.
Q: Do you think there should be a distinction between Niche and Common blocks?
No, not as far as gathering efficiency goes. Using newer, typically better looking blocks should be in no way hindered. Would you rather see a noob house made of cobble and oak, or a well built house made of modern blocks like blackstone, terracotta and concrete?
Q: Would you like to see a system, perhaps expensive tools paid for with mina, that increase your yield when gathering?
I don't believe one player should have any mechanical advantage over another when it comes to building our proverbial "set". Building should be easy and accessible to everyone.
CT and Travel:
Q: Would you like to see more Soulstone slots? What are possible benefits / consequences?
I would like to see 3 available slots. My reasoning is from personal experience, I have one to a capital city of my characters nation, one to a village or lair, and another to an alternative RP hotspot for when the first two are quiet.
Q: Would you like to see the return of the Greater Soulstone for purchase from Cloud Temple? What difference should it have?
Not particularly, no.
Q: Would you like to see a road placed before nations, or a road placed between nations shortly before launch? Why?
Initial roads should follow natural, intuitive paths. Along rivers, through valleys, etc. First comes the dirt road, then the pavement. Roads can always be expanded on, but roads getting to certain cities might be harder to build if the city wasn't built in an entirely logical location.
Q: Should there be a speed boost on the main roads?
From experience, yes.
Q: Do you foresee any issues with the removal of hubs and reliance on beacons/pillars?
I think we should see a decrease in Soulstone cooldowns as we become more reliant on them for travel. I believe removing hubs will be overall beneficial though.
Tiles:
Q: Should tiles be uniform in shape or arbitrarily drawn by hand (roughly following geographical features etc.) such as how they are on 8.0 (current)?
I'd argue that 8.0 tiles are not in fact uniform in size at all. More attention needs to be paid to the amount of usable ground space in each tile, and tiles should be as close as possible in size while still falling along natural boundaries. Less than ~10% difference in size should be the goal across the map.
Q: What kind of tile upgrades would you like to see possible?
Mines, lumber yards, clay pits, etc. Things that were promised this map but rarely used should be reasonable to purchase without taking up significant space.
My Final Thoughts:
One of my biggest grievances over the last few maps has been that there are extensive areas that become almost entirely unusable. Mountains and hilly areas are great for aesthetic and for making the world feel naturally terrained, but they prevent most people from feeling like they can comfortably build on such land without carving away vast swaths of hillside or perching their entire town on a 10 block tall pedestal. Because of the scale of builds on LotC, building with the terrain is usually a lot easier said than done, and still requires significant terraforming while building. I hope the map painters will take this into account while working.