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Over and beyond that, the actual footprint of the buildings is constant regardless of where you place the building, so that means sometimes (near where a discontinuity occurs in the grid) the area of a square does change, which can have impacts on how far away a conveyor belt is from a building (which is very, very annoying).
Watching a Lets Play of this game (there are several) is probably the best way to see how this works in practice.
https://steamcommunity.com/sharedfiles/filedetails/?id=2383468079
You get a bit of wierd north to south construction, that is why east to west (or reverse) construction is prefered by most.
the planets all have the exact same grid and are the same size, just the tilt, rotation, sun and wind vary as well as resources and such
So you just generally avoid the poles. Thanks! The image has been really helpful
The games also setup to encourage the use of logi-bots over a belt bus so again wiggles and wrinkles are smoothed out by the fleet of drones overhead and going between planets.
It is a great game so far.
It gets a bit awkward if you build factories there, but that's not really an issue since they're so useful for other, non-factory related buildings
Here's the North Pole on my current planet. It's tilted toward the sun, so it never ever goes without line of sight to the system's star
https://steamcommunity.com/sharedfiles/filedetails/?id=2383793489
https://steamcommunity.com/sharedfiles/filedetails/?id=2383793491
Ehh...
In a theoretical way, the discontinuity in the grids shouldn't impact blueprints at all. The grid is arbitrary, after all -- take a world and rotate the grid by 90 degrees in any direction, and now its easy to build at the poles and hard to build on the equator. The issue arises from the snap to grid functionality rather than a change in the amount of space available to build near the poles. So, you could take a blueprint from buildings near the equator and plop it down right on the North pole and there is no reason for any issues.
However...
You wouldn't be able to edit (remove and replace buildings) a blueprint that worked that way. And connecting conveyor belts might be quite hard. But the blueprint itself would work as expected.