Frequently Asked Questions
World
- Making the World of Pax Dei
- Can you explain the difference between regions, provinces, and heartlands?
The world of Pax Dei is split into four main regions, plus four in-between regions. The four main regions are Gallia, Gothia, Iberia, and Anatolia. For the release, we are focusing on building a part of Gallia, whose terrain and atmosphere are mainly inspired by the southwest of France (with a pinch of a magical twist). A province is a large section of a region. We will have different types of provinces, but the heartland provinces are the most important (and biggest) ones. Another type of province is what we currently call the contested provinces - which, as you can guess, are related to PvP. A heartland province contains several home valleys (6 in the example below). And a home valley is a blessed land where players can place their plots and build villages.
Here is a sketch of the map used for the Friend & Family Alpha build. It contains one heartland province, and the named red zones ‘Maremna, Gravas, Tursan…’ are the home valleys. In the game, this province is a square of 10 km per side, but the playable area is ‘only’ around 70km² (27mi²).
- How huge is the world of Pax Dei?
It depends on what one means by “the world.” The entire world of Pax Dei won’t be available at release, and we’ll start with a portion of the world in the region named Gallia. We already have four heartland provinces (plus some dungeons and another type of province we are not ready to talk about) which give you a playground of approximately 300 km2 (115 mi2), but we plan for bigger for release. Of course, it heavily depends on content production capabilities and some technical constraints.
- Can you talk a bit more about the lore of Gallia and the rest of the world?
We have published numerous Lore articles on our website, and we recommend you check them out to learn more about the Lore of Pax Dei. Look for the Diegesis category at https://playpaxdei.com/news.
- Can you explain how you are building the world from a technical standpoint?
Our world generation process is semi-procedural, or what we like to say, procedurally assisted. We believe that a human should make the interesting decisions, while the computer should do what it excels at, filling in the details.
In very simplified terms, a human creates a map of the world, and the computer makes a 3D game world out of it. In software terms, our world generation pipeline runs entirely in SideFX Houdini, which is a great match for what we are doing.
In more detail, we start with three main inputs: a very rough height sculpt, an annotated 2D map of what is where, and a bunch of tabular data like what plant species grow in which biomes. First come the geological processes, erosion, lakes, river pathfinding, and such. Then we add the human influences, mainly road carving and modifying the terrain to fit the structures we want. Lastly comes all the plant life and other decoration, with only a minor influence on the terrain itself.
The process also creates a lot of other data than just the 3D environment. A game like ours requires a lot of auxiliary data for things like resource distribution, pathfinding, player map, and so on. It is important to us that we do not edit the world manually, as that would mean making changes would be harder.
- Will there be an in-game map of the world? Will we be able to see everything from the map right away or only already explored areas?
No, we won't provide any detailed map. Discovering the world is part of the game. However, the community has already built different detailed maps. Don't hesitate to look for them or to ask on our Discord channel.
- Are there areas that you will only explore once and won’t get back to them again because the creatures and resources have become obsolete?
In our game, we strive to make every resource valuable and useful throughout your entire journey. Even the simplest resources have their place. Whether it's building walls for your village or equipping warriors with weapons and armor, the demand remains constant. Just like in real life, even if you've mastered the art of crafting steel, you'll still find yourself in need of iron. At the beginning of your adventure, you may find yourself gathering these resources on your own. However, as you explore and progress in the world, you'll have the opportunity to rely on other players who are newer to the game or experts in their respective trades to fulfill your resource needs.
- How can a player make the world his own? How creative can we be with our interaction with the world?
A player should be in full control of his own land. Likewise, Clans will put their mark on the world by organizing villages and communal buildings they work on together. Clans that decide to cooperate and become allies can create larger social units and should therefore gain control over more land and building features than those who choose to go at it alone.
- What kind of biomes will we find in the world of Pax Dei, and how will they affect our characters?
In our quest to create a world that feels authentic and familiar, we've placed a strong emphasis on verisimilitude. We believe that by making the environments and transitions between biomes believable, we can offer players a truly immersive experience. Our goal is to transport you into a world that feels both authentic and grounded rather than purely fantastical. As a result, you'll find that our biomes often partially overlap or interweave, adding to the sense of realism and exploration. Currently, we have four distinct forest biomes that each have their own unique characteristics. Additionally, we have a couple of captivating mountain biomes, along with several open lowland areas and swamps that provide a different flavor to the landscape. Each of these biomes offers its own visual aspect and various ways to navigate and explore. Furthermore, they are home to specific endemic flora and fauna, as well as shared species that add to the rich diversity of the world.
- How are biomes connected with each other?
They usually continue seamlessly from one to another, depending on geographical factors and bodies of water. We aim to make a real and believable world.
- What kind of creatures will be met in Pax Dei?
We want our world to have some verisimilitude, to look like a plausible medieval world that can resonate with the mental image we all share about the Middle Ages. If one was walking around in the forested areas in Pax Dei, one would obviously expect to run into individuals representing Europe’s typical forest fauna: rabbits, boars, deer, wolves, and bears... So you’ll have these. And because our world is not the real world, but a fantasy world where “myths are real, and ghosts exist,” one might also run into unexpected creatures that could qualify as mythical or fantastic, or even demonic. Not everywhere and not every time…
- Do resources respawn? Does the world feel “alive”?
Generally speaking, resources will respawn unless a character has claimed the land they were on (i.e., different rules apply on resource spawning when it comes to players’ plots).
- How are resources distributed?
While the most basic resources can be commonly found, most resources tend to be distributed in an asymmetrical pattern. Their exact location and their abundance are dependent mainly on geological factors. Hence, people who spend some time out and about looking for specific resources should relatively quickly learn where it is best to look.