Clearing areas don't work. To make them useful for not just keeping
passages free but also improve building placement and upgrading i
suggest the following:
turn them into paving areas.
paving areas will get cleared if needed
paving a square costs only time
paving areas request one worker per unpaved square
paved areas can be walked on
paved areas can be built on
paved areas block ressources
paved areas give no speed bonus
paved areas can be unpaved
paved areas look discreet like in the pic attached (brown)
paving areas look something like in the pic attached (yellow)
paving/unpaving is done with area tools and not with a 1x1 building
With these paving areas we could modify construction and upgrading to be
more realistic and handy by:
1st make the area into a paving area
2nd when completely paved make it forbidden
3rd turn it into a 0.8.21 construction site
This would be more realistic as it would not be possible to block enemy
units/ressources without actually having a glob that walks there.
Additionaly a construction site would not be visible or attackable by
the opponent.
Construction would be more easy to use as it would allow to
place/upgrade buildings not caring about clearable ressources what is
micro management now.