So before I was more speaking in terms of NOW, but this thread is also speaking about permanent server settings. Here are my thoughts on that:
I really don't see a huge difference in turning lightning fire off and turning creeper block damage off in terms of the survival experience.
Both are server related stuff that can grief. If we don't allow player griefing, we shouldn't allow server related griefing.
Saying you can light up your town so creepers can't spawn is the same logic as saying you can just build out of non-flammable materials so lightning can't start anything on fire. Yes we can prevent it in game, but that limits our options and creativity.
I would love to have open fields of grass for grazing on the edge of my rural hamlets, I would love to have dark alleys in the slums of my city, or dungeons being unlit in my castle. I would love for my lighting to reflect what would actually be lit up in real life, rather than based on the mechanics of the game and how often I need to place a torch to prevent mobs from appearing out of thin air.
Ideally, I would like things like worldguard, so if I build a city with walls, mobs would be prevented from spawning inside the walls. But in the long run, that creates more problems than it solves. But preventing the game from affecting our builds is something we can do, and should.
I support turning lightning fire starting off, turning creeper blockdamage off, and turning off endermen's ability to pick up blocks (since thats just random and you might not notice they took a building block until 6 months later)
But mobgrief as a whole should be on, because turning that off actively changes how you can fight the wither, which is much more survival-altering than the creepers ability to do the same.
I believe if we go with what Aron was suggesting in the other thread and we seperate liege ranks and realm ranks, than vassal builds can count towards the overall realm rank and we will avoid things become too dense.
@ThunderPony as aron said, there is a week of discussion required.
The last charter technically had a 2 week period as well, but he who shall not be named just started ignoring it once we reached the threshold. In this system, the threshold will only be calculated at the end of the period for administrative reasons, so the period will have to run in its entirety.
If anyone is ever in the situation where they have no room to expand then it will be years from now or something highly unusual has happened. In either case, a PVP war would definitely not be the best way to handle that. Unless both parties agreed to that I suppose.. if it were to happen to me I'd opt for a Lore War agreed on with my neighbors , colonies, or just choose not to expand anymore and instead just develop the land I had. Small realms that are very dense are very cool as well.
It is funny how you all dismiss my slippery slope argument though, while simultaneously being up past proposals as a reason why this should be allowed.
Yeah, because "oh shit why don't we make this a creative server if we're going to make gameplay modifications" is vastly different from "we have made gameplay changes in the past and it is hypocritical to keep those changes but deny other changes because they're 'lazy.'" Your slippery slope argument is based on inspiring fear of an extreme case that will never happen. Our argument is based on precedents of very similar cases that we have already voted on.
So as of a while ago, but new to me, is netherportals will no longer link above the ceiling. So while you can glitch your way up easily enough, you can't make a permanent portal entrance like we had thought. Just an exit.
There are still methods to make holes, like with an unbreakable end crystal, but the methods are much more labor intensive than we initially thought.
Just wanted to mention that, because some of the above arguments for it were made on outdated information.