I think to get players to really build the refuse chambers further away the penalty needs to be bigger for having it so close by? As I can just keep 2 tiles of highway inbetween the refuse tiles and nursery tiles. It gives no significant disadvantage and the leaf processing is super fast.This is actually in place to force the player to build refuse chambers far away from other rooms. Additionally refuse chambers lower the level of neighbouring tiles to make them less attractive to build near the nurseries. It is meant to reflect the reality where real colonies place there refuse far away.
The penalty is like what you said above: ants wandering the nest or doing jobs nearby are affected. 2 tiles highway from refuse chambers is nothing major during harvesting. But what about during invasion, enemies don't seem to be affected by refuse, do you want to risk fighting and chasing enemies with your army getting a bunch of debuff? A close off chamber lower the chance of anything getting in there, spiders will eventually come out anyway.I think to get players to really build the refuse chambers further away the penalty needs to be bigger for having it so close by? As I can just keep 2 tiles of highway inbetween the refuse tiles and nursery tiles. It gives no significant disadvantage and the leaf processing is super fast.
During invasion the defending ants should be unlikely to go there? It is not close to the path to the queen. Non spider enemies have no reason to go there, and I think it is too far from the fighting for ants to persue a spider into the refuse tiles there?The penalty is like what you said above: ants wandering the nest or doing jobs nearby are affected. 2 tiles highway from refuse chambers is nothing major during harvesting. But what about during invasion, enemies don't seem to be affected by refuse, do you want to risk fighting and chasing enemies with your army getting a bunch of debuff? A close off chamber lower the chance of anything getting in there, spiders will eventually come out anyway.