
You want a drop outside the window and a floor you have to trust. Cliff plots give a build instant drama: half the structure hangs, the approach becomes a decision rather than a path, and every window is a view instead of a wall with glass in it. They are also the most technically annoying sites in any world, which is part of the appeal, since the first evening goes on supports. What you end up with is a home visible from across the map and impossible to wander into by accident.
“My house hangs off a cliff and the first evening went on supports.”Flat green ground, water that does not move, and light bouncing off it into the rooms. You have picked the most restful plot on the list and probably the most practical one: level foundations, easy access, a jetty and a boat for anywhere else you fancy going. Lakeside builds age well because the setting does so much of the work, so you can put up something simple and it will still look right six months later. The only thing you give up is drama, and you do not seem terribly bothered.
“Flat ground, still water, a jetty. I have no notes.”You would rather climb than walk in. A build among the trees is a set of platforms and connections, so your home ends up being a route as much as a room, and none of it is convenient. That is the point. Height buys privacy without walls, the leaves hide the structure completely, and the whole thing keeps a temporary feeling that stops it going stale. Do add a proper ladder before you invite anybody up, though. Guests rarely share your relaxed relationship with a forty-block drop.
“My house is up a tree and getting there is half of it.”Down and in, with a door somewhere you have to know about already. You like a home that is carved rather than assembled: low ceilings, thick walls, no weather at all, and considerably more space inside than anyone standing outside would guess. Underground builds are cheap in material and expensive in hours, and they suit players who want the world to stay out there. Put in more light than feels necessary, and one long room somewhere. What makes an underground home feel grim is having nowhere to stretch out.
“You would walk past my front door without ever noticing it.”A gap between two houses somebody else built, and you took it quite happily. You want a home embedded in a place, with neighbours either side, a road out front and the sense that your build is one part of something rather than a monument to itself. Terraced plots are the hardest test of restraint in any shared world, because you have to match a street you did not design. Players who get that right make everybody else's builds look better, which is a genuinely underrated thing to be good at.
“I took the gap in the row and matched the street on purpose.”






