I initially thought that having fixed territories for Game Servers in Static SM would mean that server expenses would be higher compared to Dynamic Server Meshing. Because in Dynamic SM, the optimal number of servers could be figured out and reduce server expenses. And therefore in Static SM the amount of game servers per Shard would still be kept rather low until Dynamic Server Meshing is in. What I didnt factor in was that virtual servers usually are running on a pay-what-you-compute payment model. Therefore, if a server is under no or very little load, it wouldnt cause a lot of expenses afterall. Therefore, the number of game servers per Shard could be increased higher than I initially estimated, even without dynamic server meshing. Is this correct?