"suzses;c-17597687" wrote:
I place new lots often and don't notice problems. I think the concern was more about breaking the world routing than like save corruption. A few years ago, I read a lot about it, too, and remember someone (maybe more than one someone) saying they'd only change a couple things in a game session, save and exit, then do more again later, which at least seemed to allow the game to rebuild the routing. So, that's the approach I've always taken. You could keep saves under different names along the way, so you can back up if something problematic pops up.
^^This.
My experience in most worlds has been adding no more than 2 or maybe 3 lots per Edit Town session and then giving the game a chance to rebuild its world routing by saving, quitting and reloading, and playing it forward for a bit is fine. Too many changes all at once can break things, although usually a MC Reset Everything (run from City Hall's MC Town menu) and the presence of the NRaas GoHere mod, which injects its own world routing mechanism into the game, help smooth things over. How many is too many probably depends on the size, location, and nature of the lots. Adding 8 or more 10x10 residentials all in the same general area with nothing much on them all at once is probably fine, but not likely what one usually wants to do.
The reason this is an issue and not totally a myth is that lots we add by way of Edit Town in-game are not embedded into the world in the same manner as they would be if they were added/changed in the world's design phase by using CAW, but rather kind of sit on top of things. That makes an in-game edited world with new lot footprints added (without using CAW) different, or special if you like, but not by definition broken or corrupt.