World Structure
The world map of Holdara will be procedurally generated as the player community explores out from the Celestial Tower at the center. All new players will start at Lighthaven, the only non-procedurally generated Settlement on the world map that acts as the tutorial area to introduce players to the world of Holdara.
Structure
The world of Holdara is built from the following components:
Regions - 10km wide hexagonal "biomes" (forest, plain, etc) that make up the world map. Can be in the light (controlled by the players) or in the dark (controlled by the Nanovoid). The biome is one factor that determines the resources that can be found in the Wilderness.
Settlements - some Regions contain a Spire, and these support surrounding Settlements. Settlements represent the habitable part of a Region that can be developed and are persistent. The Spire's exact coordinates within the region are randomised on creation to give the map a more organic look.
Wilderness - the area outside of the Settlement is called the Wilderness. This is non-persistent, and is the source of raw materials. Maps are dynamically generated when players explore this part of the Region, with their makeup determined by the Region biome and climate type.
Routes - regions that do not contain a Settlement still have a persistent map which acts as a waypoint when travelling between Settlements. This shows the roadway between Settlements and is also where Temples and other permanent structures can be found.
Plots - a Settlement contains several Plots. Plots are the land NFTs that players can own and build on.
World Expansion
Players can travel from Region to Region on the map by traversing their persistent Settlement (if they have a Spire) or Route location.
Travelling to a new Region that is not yet represented on the map will result in a new region being procedurally generated. This will persist forever on the world map and become part of Holdara.
Light vs Dark
Regions have an overall light level determined by lit Spires. If there is no nearby lit Spire, then the region is in darkness and cannot be exploited: Settlements are inoperable, and the players will be under constant attack from Nanovoid forces which are more numerous and can move more freely in the darkness.
In a light region, players can visit the Settlement or go foraging in the Wilderness. They may have an enemy encounter in the Wilderness, but never in the Settlement. However the Settlement can fall back to darkness if the Spire is not maintained, at which point the Settlement becomes unusable and battles will happen there too.
In a dark region, players can only visit the Settlement (which will be ruined) and is 100% guaranteed to result in an encounter/battle. There is no option to visit the dark Wilderness as you cannot forage/harvest until the land is liberated (you can still recover resources, but these will be loot drops from defeated enemies, or caches within the Settlement).
Spire Network
Regions may contain a Spire: this means they will also be able to support a Settlement whilst the Spire is lit.
Lit Spires connect to each other in a network that leads back to the Celestial Tower. It is a pre-condition for activating (“sparking”) unlit Spires that they can make this connection.
A consequence of the requirement for an unbroken connection that leads to the Tower is that a Spire that falls (runs out of power) will cause connected Spires to also go out. It is therefore imperative that the player community works together to ensure Spires are properly maintained and fueled.