Density cohesion: sweep the block before you leave it
The swarm finishes a dense cluster before wandering off — no ping-ponging across town.
The ping-pong problem
A fleet that always chased the single highest-scoring property could bounce across your whole service area — clear one lot here, drive ten minutes for a slightly better score there, then come back. That burns fuel and time, and it leaves half-finished clusters everywhere.
Density cohesion is the counterweight. It keeps a tractor sweeping the dense block it's already in until that block is done.
Two forces that hold a cluster together
- Same-block override — a candidate within about 15 driving-seconds of the property just finished (measured as real road travel time from that stop) gets a strong preference, so the tractor keeps sweeping the same tight cluster. This stops it from being pulled away by a marginally higher score elsewhere the instant it finishes.
- Close-pair bonus — properties within about 5 driving-minutes of the one just cleared (again, real road travel time from that stop) get a scoring bonus. Adjacent lots and neighboring properties get finished together instead of being revisited on a second trip.
Together these mean the natural behavior is: arrive in a dense area, clear it out methodically, then move on as a unit.
Why it matters
- Fewer wasted kilometers — less cross-town driving between scattered lots.
- Neighbors finished together — a customer's cluster of properties gets done in one sweep, not in fragments across the storm.
- Cleaner progress — blocks go from "in progress" to "done," instead of dozens of half-swept areas.
Balanced against spreading out
Cohesion is deliberately balanced against start-spread and direction control. Fan-out gets the fleet spread across the map at launch; cohesion then makes sure each machine actually finishes the dense area it lands in rather than skimming and drifting. The scoring weights blend both so the fleet spreads and sweeps.
Updated 2026-08-09
In this topic
- How swarm dispatch works
- Atomic claiming: two tractors never clear the same lot
- Start-spread: the fleet fans out from the yard
- Anti-steal: don't grab a property a peer is already sweeping
- Direction control: outside-in, inside-out, or nearest-first
- Real road travel times, not straight-line guesses
- Self-healing: claims that recover on their own
- Plow-ridge recheck: sending someone back after the city re-buries an entrance
- How scoring works: position, travel, and direction
- FAQ: Can I override the swarm and assign a property myself?
- FAQ: What happens if a tractor loses signal or goes offline?