It seems to me that areas have to be set up that allow building. After all, the king (or someone) owns all the land, They probably don't want someone plopping a house down in the middle of their favorite hunting forest. If this zoning is added, it then fixes the problem of map makers trying to use those spaces - if they see that space is set for building, they should avoid it and put their entrance someplace else. That said, wide areas should probably be set up for building - we don't want the case of the old apartements were 20 rooms (or whatever) seemed like enough, but clearly isn't. hundreds, or perhaps thousands, of buildable spaces should be set up. (mmmm, we can have the navar city suburbs). If I recall correctly, one idea on this was to actually set up house archs (and other buildings) that were closed with a message like: "For Sale - 50,000 pp. Go to ... to buy deed" and then when player has deed and uses it on that space, it now becomes a map. This goes with Todds idea of different building layouts you could buy, eg, that tower may be 100,000 pp, but is 3 small levels. That hut is only 25,000 but is only one small room, etc. Rather than tieing specific deeds to plot, probably make it simpler - you buy the deed for a tower, and when you find the one you like, and that hasn't been used by someone else, you try try to enter and 'buy' it, and your deed is updated somehow. Now what would be even cooler, and maybe is a job for the plugin or just DM's, is some form of shop/other building creation. Eg, suppose an area is set up that isn't close to any city. After enough plots (or maybe value of those plots) in that area is sold, a general store pops up or something (after all, lots of people in the area). As said, maybe let the DM handle that, but maybe put in some hooks to make it easier (eg, dm just issues a single command and a shop is copied from the templates and exits are updated, etc).