Make institutional distribution democratically mutable

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Meta Vens 2026-08-27 20:02:43 +02:00
commit c343876e19
14 changed files with 68 additions and 21 deletions

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- Authoritative dungeon generation runs in the world host using GameCult.Math (CultMath), including `CultMath.Random`. CultGeometry (`GameCult.Geometry`) owns reusable isosurface extraction and neutral mesh artifacts; Godot only adapts committed results into engine objects.
- Commands cross authority boundaries as typed intents and produce typed receipts.
- The Greathold contains Vault-anchored Holds joined by routes. A workshop has one durable identity, one civic home and seal, and zero or more Hold-local workshop sites. One workshop-wide 36-hour presence lease governs dormancy across every site; dormant workshops create no local pressure. Contracts, route transfers, and other typed relationships preserve ownership, capacity, provenance, and consent without redefining locality.
- Each Hold begins with a resourced founding distribution policy, not a permanent economic floor. Ratified policy governs institutional mandates, budgets, procurement, reserves, access, rationing, trade, infrastructure, safety, and service obligations. Institutions plan individual actions from policy and actual material state; impossible mandates produce attributable failure, never invisible replenishment.
- DELVE equipment authority lives in the visible gear slots and limited carried inventory. Each player has unlimited private Hold gear storage and exactly five saved loadouts; saves own no items, restore performs no silent acquisition or service, and departure automatically receipts the visible equipped and carried state.
- Dungeon delving is part of a core's lifecycle. Industrial systems must remain legible to dungeon instinct as bounded, contested delving rather than direct tissue damage.
- Greathold canon is owned by `Delvehold/Lore/The Greathold.md`: it is a multigenerationally cleared extension of the world-dungeon along the dwarven mountain spine. Its inherited deep routes and institutions created the global adventurer economy and enabled later industrial exploitation; industry did not discover dwarven deep access.

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@ -5,7 +5,7 @@ description: Canonical owners and projections across the Greathold and external
## Delvehold authority
The Delvehold world organ owns the Greathold and its quantitative economy: Vaults, Holds, routes, workshop identities, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, parties, institutions, civic seals, dungeon lifecycle pressure, commodities, resource lots, custody, recipes, facilities, capacity, inventories, orders, prices, contracts, expeditions, and local consequences. It accepts typed intents and emits typed receipts plus updated documents through CultMesh.
The Delvehold world organ owns the Greathold and its quantitative economy: Vaults, Holds, routes, workshop identities, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, parties, institutions, charters, founding distribution policies, civic seals, institutional budgets and reserves, dungeon lifecycle pressure, commodities, resource lots, custody, recipes, facilities, capacity, inventories, plans, orders, administered price terms, realized price observations, services, shortfalls, contracts, expeditions, and local consequences. It accepts typed intents and emits typed receipts plus updated documents through CultMesh.
The world host admits Vault opening, civic-home changes, site establishment or closure, route transfers, workshop activation, and the atomic all-sites dormancy transition. The client cannot renew presence through a heartbeat, infer a site from presentation placement, transfer local inventory through shared identity, or keep a dormant workshop in local projections. Hosting and matchmaking may scale independently but cannot create canonical Vaults.
@ -48,6 +48,8 @@ Factory and delver interfaces expose different projections of that state. Incomp
Each franchised workshop identity owns its one seal and the intents it submits while present through its civic home: vote, petition, amendment, capacity pledge, refusal, or withdrawal. Sites in other Holds may create affected-party jurisdiction and remain subject to local policy but do not clone the seal. The Delvehold world organ owns the resulting assembly state, jurisdiction derived from civic home and realized consequence paths, ratified common commitments, and institutional consequences.
A ballot cannot directly mutate a mine, contract market, or military order. The ratified mandate is the input through which the responsible institutions act, and those actions update the same typed world state seen through both modes.
A ballot cannot directly mutate a mine, inventory, contract market, price observation, or military order. The ratified mandate becomes one input to the responsible institution's plan. The world host admits that plan against its current policy version, budget, reserves, facilities, inventory, staff, knowledge, routes, and obligations; receipts name accepted actions and shortfalls. A mandate can create an obligation, but only material execution can satisfy it.
Institutional planners are no longer owners once they emit those intents. They cannot repair rejected actions, invent a baseline contract, or reconcile the economy back toward a preferred state. Clients, forecasts, settlement recommendations, and news projections remain observers.
See [[Simulation Architecture]] and [[Ghostlight Boundary]] for the complete exchange contract.

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@ -42,7 +42,7 @@ The two modes meet in this argument over what the expedition was for.
Inventory choices inside the dungeon are tactical pressure. Reconstructing the same equipment by hand between expeditions is not.
Delvers manage equipped gear, limited carried inventory, unlimited private Hold storage, and five saved loadouts. Restore fills what remains available and exposes every missing, damaged, inaccessible, or over-capacity entry for player resolution. Workshops and institutions supply equipment and explicit repair or refit services through ordinary custody and contract terms. Public provisioning keeps a baseline expedition path available when no workshop player is online; player-made equipment creates specialization rather than permission to play.
Delvers manage equipped gear, limited carried inventory, unlimited private Hold storage, and five saved loadouts. Restore fills what remains available and exposes every missing, damaged, inaccessible, or over-capacity entry for player resolution. Workshops and institutions supply equipment and explicit repair or refit services through ordinary custody and contract terms. The founding distribution policy initially supplies an expedition path when no workshop player is online, but later governance or material failure may remove that local path. The interface exposes the responsible shortage, policy, or failed service and the available responses instead of inventing replacement gear.
## Progression and time

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@ -5,7 +5,7 @@ aliases:
- /Game-Design/Core-Loop
---
The first playable world contains one Vault and its Hold, one active workshop site, one baseline institution, one dungeon core, one contract type, one expedition party, one extracted material, and one persistent expedition history.
The first playable world contains one Vault and its Hold, one active workshop site, one seeded institution operating under a founding distribution policy, one dungeon core, one contract type, one expedition party, one extracted material, and one persistent expedition history.
## HOLD

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@ -27,6 +27,10 @@ Players can tell who authored a contract, owns an object, made a claim, ratified
Players inhabit delvers and independent workshop managers. They influence civilization through work, relationships, association, and consequence rather than receiving a strategy-game throne.
## Democracy reaches the shelves
Players inherit functional institutions and may preserve, reform, streamline, or dismantle their distribution policies. The world warns, records, and executes; it does not quietly restore the intended economy after a lawful bad decision.
## Cozy does not mean consequence-free
Warmth, mastery, Hold life, and humane rhythms are the foreground of HOLD. They matter because the workshop is embedded in scarcity, ecology, politics, and mutual dependence.

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@ -3,7 +3,7 @@ title: First playable world
description: The smallest vertical slice that can prove the joined design.
---
The first playable proof contains one Vault and its Hold, one active workshop site belonging to an identity with one civic home and seal, one baseline institution, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history.
The first playable proof contains one Vault and its Hold, one active workshop site belonging to an identity with one civic home and seal, one seeded institution operating under a founding distribution policy, one dungeon core, one extracted material family, one contract form, one expedition party, one useful processing chain, and persistent expedition history.
The slice is complete only when:
@ -18,7 +18,7 @@ The slice is complete only when:
9. the workshop can pass through 36-hour dormancy and reactivate its site without losing identity, relationships, local custody, or receipted history;
10. the state model can admit a second Hold-local site under the same identity without cloning its seal, facilities, inventory, or production capacity.
One institutional contract keeps DELVE playable without a workshop manager online. One public need keeps HOLD meaningful without requiring a delver to accept a personal order immediately. The slice does not need a broad item catalogue, global war, or complete combat metagame. It needs one honest return stroke.
One institutional contract proves that the seeded founding arrangement can support DELVE without a workshop manager online. One public need keeps HOLD meaningful without requiring a delver to accept a personal order immediately. These are starting fixtures, not permanent promises after players alter policy. The slice does not need a broad item catalogue, global war, or complete combat metagame. It needs one honest return stroke.
Its dungeon projection is generated authoritatively by the world host from the
committed dungeon state and a CultMath seed. CultGeometry extracts the neutral

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@ -11,6 +11,8 @@ An expedition can return below quota with maps, evidence, injury, damaged equipm
Consequences remain attached to their owners. Equipment left below can become dungeon matter or a salvage target. Debt remains an obligation with a creditor. Injury belongs to a person. Shortage changes facilities and contracts rather than subtracting an abstract happiness score.
Institutional failure also creates future play without summoning a reset. Players may substitute production, organize mutual aid, release surviving reserves, salvage, import through receipted freight, commission an emergency delve, form another association, restructure an institution, reverse policy, migrate, or deliberately abandon and rebuild. Goods or contracts return only after an owner commits the required material action.
## Time commitments
- A narrow expedition or workshop visit should produce useful progress in a short session.

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@ -48,7 +48,7 @@ Motions concern conflicts, not abstract bonuses. Examples include:
- answer an export embargo;
- recognize dungeon cores as legal persons;
- mobilize workshop capacity for defence;
- guarantee baseline equipment for independent delvers;
- fund and guarantee baseline equipment for independent delvers;
- close a dangerous gate or fund one final expedition through it;
- recognize a foreign form of Mastership;
- admit a new category of practice to the workshop franchise.
@ -71,9 +71,23 @@ Early public motions are authored by the world simulation so that they remain co
A dormant workshop enters no future issue routing or quorum. Votes already cast and ratified commitments remain facts. Reactivation restores prospective relevance only through its civic home; changing that home removes the old jurisdiction before admitting the new one.
## Governing distribution
Each Hold begins with a founding distribution policy that funds public necessities, reserves, repair, procurement, and expedition work. It is inherited law, not a designer-owned safety net. Franchised players may preserve its slack, redirect it, streamline it into a brittle just-in-time system, privatize parts of it, or repeal it.
Policy can govern:
- institutional charters, mandates, budgets, taxes, fees, and subsidies;
- procurement priorities, eligible suppliers, and service obligations;
- reserve targets, release rules, access, and rationing;
- imports, exports, freight, and infrastructure investment;
- labor, safety, ecological limits, and extraction access.
An adopted service guarantee creates an obligation and a priority for scarce capacity; its budget may or may not be sufficient. It does not conjure the promised good. Forecasts, audits, notice periods, reserve recommendations, and staged implementation can warn against a destructive change; if players lawfully remove them, no hidden institution restores them downstream.
## From vote to world
A common commitment acts through institutions and material cooperation. Policy changes institutional mandates, budgets, procurement, access, reserves, safety rules, and service obligations; players do not select each institutional purchase or schedule. A mining moratorium changes gate access, lift schedules, listed contracts, public provisioning, and workshop participation. It is not an invisible global flag repaired after the fact.
A common commitment acts through institutions and material cooperation. Ratification changes institutional constraints; players do not select each purchase, production run, service schedule, or contract. The institution plans from that policy and its real assets, then receipts successful actions and failures. A mining moratorium changes gate access, lift schedules, listed contracts, public provisioning, and workshop participation through those actions. It is not an invisible global flag repaired after the fact.
A defence mobilization authorizes public bodies to issue procurement, redirects shared infrastructure, and creates [[Game Design/Shared World/Economy and Contracts|institutional contracts]]. No individual workshop authors military strategy. Workshops decide how they respond to the collectively formed mandate; foreign states and their militaries remain independent non-player actors.

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@ -9,7 +9,7 @@ The design is proven by visible paths, not by the existence of schemas.
- A workshop decision changes a later expedition through canonical state.
- An expedition outcome changes workshop, contract, civic, or dungeon decisions after reload.
- Either mode remains playable when the other population is absent.
- The seeded world gives either mode a viable entry path while the other player population is absent; later local policy or material failure may remove goods, services, or contracts without erasing recovery, civic action, or exit.
- Failure returns material consequence and future play rather than an empty reset.
## World authority
@ -40,6 +40,16 @@ The design is proven by visible paths, not by the existence of schemas.
- A site cannot close while silently owning facilities, inventory, reservations, staff commitments, accepted orders, or contracts; every item settles or receives an explicit terminal receipt.
- Quiet Holds persist, remain recoverable, and are never merged or wiped to repair population balance.
## Institutional policy and economic failure
- A seeded Hold's founding distribution policy produces ordinary procurement, reserves, services, and at least one expedition contract from real institutional assets.
- Every institutional plan and result names its institution, governing policy version, relevant budget and material inputs, admitted actions, and shortfalls.
- Lawfully cutting a budget, liquidating reserves, prohibiting a necessary import, redirecting infrastructure, or imposing unsatisfiable rationing can reduce or end local supply, services, demand, and contract volume.
- An impossible service guarantee produces an attributable shortfall, cancellation, default, rationing decision, or insolvency event; no baseline generator injects replacement goods, money, capacity, or contracts.
- Administered prices and access terms remain distinct from observed scarcity and realized trade.
- Recovery requires an owned act such as production, funding, aid, reserve release, restructuring, policy change, or receipted freight. It never occurs because a forecast, interface, or reconciliation loop prefers the previous equilibrium.
- Economic failure preserves truthful records, custody, contracts, civic inspection and participation, communication, and meaningful exit. It does not preserve local comfort or normal expedition availability.
## Equipment and preparation
- Each player has exactly five saved loadout slots; saving overwrites only the selected slot and creates no item movement, reservation, purchase, or service.

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@ -23,7 +23,7 @@ Each Hold is a local market and service ecology. Availability and prices emerge
Older Holds tend to accumulate broad finished-goods markets, advanced methods, skilled repair and refit, deeper inventories, and stable institutions. Frontier Holds tend to receive fresher and stranger dungeon materials while carrying thinner stocks, fewer advanced services, volatile demand, and expensive inbound support. These differences are realized history, not maturity-tier bonuses. Local policy can redirect procurement, reserves, subsidies, infrastructure, safety, and extraction without setting arbitrary price modifiers.
A workshop can establish sites in several Holds and build a supply chain between them. Each site owns its local productive body and market participation; route transfers own every cross-Hold movement of material. Institutions guarantee a viable baseline of ordinary gear, repair, provisions, and demand in every Hold without equalizing quality, breadth, price, specialization, or throughput.
A workshop can establish sites in several Holds and build a supply chain between them. Each site owns its local productive body and market participation; route transfers own every cross-Hold movement of material. The founding distribution policy initially supports ordinary gear, repair, provisions, reserves, and dependable demand. Current policy and material state determine whether any of them remain available.
## Contract authorities
@ -31,7 +31,7 @@ A workshop can establish sites in several Holds and build a supply chain between
**Institutional contracts** originating inside the Greathold are created by Delvehold on behalf of civic works, guilds, colleges, temples, insurers, commercial bodies, or public defence institutions. Foreign buyers, governments, and militaries remain Ghostlight actors: Ghostlight emits their demand, offer, or decision as an external response, and Delvehold creates a Greathold contract only after admitting that intent. Contracts reflect persistent institutional state and public mandates rather than filling empty matchmaking slots.
Institutions also provide each Hold's baseline supply and demand. Population needs, facilities, inventories, budgets, mandates, and ratified policy determine what they produce, buy, provision, and commission. Players can change those constraints through civic play but do not puppet individual institutional transactions.
Institutions plan and emit part of each Hold's supply and demand. Ratified policy, population needs, budgets, reserves, facilities, inventories, staff, knowledge, routes, contracts, and recent failures determine what they attempt to produce, buy, provision, and commission. Their outputs include orders, offers, contracts, service schedules, rationing and access decisions, reserve releases, refusals, cancellations, shortfalls, defaults, and restructuring or insolvency events. Players can change the governing constraints through civic play but do not puppet individual transactions.
Both kinds enter the same legible market with explicit provenance. The interface must never disguise a simulated institution as a human workshop or imply that a player controls an institutional objective.
@ -43,9 +43,11 @@ Military demand is not authored by workshop players. Mobilization can create sta
HOLD players can manufacture against that demand, refuse it, organize around it, or redirect their workshops toward civilian needs. DELVE players decide which institutional purposes they will physically carry below. Neither group decides that a foreign army or public defence body needs a particular resource merely by wanting a profitable contract.
## Availability without dependency
## Institutional independence and failure
Institutional work provides a durable baseline of expedition opportunities. Delvers are not prevented from playing because no workshop manager is currently online, and a new HOLD player is not responsible for sustaining the entire contract market.
The seeded founding arrangement provides expedition work and ordinary services without depending upon a workshop manager being online. Later policy or material failure can exhaust that arrangement. A Hold may lose public equipment, repair, provisions, institutional buyers, or expedition contracts until some owner funds, produces, releases, imports, or rebuilds them.
The simulation protects truthful quantities and provenance, conservation and custody, real facility, route, and budget capacity, accepted contracts and causal receipts, civic inspection and participation, and meaningful exit. It does not protect commodity availability, service levels, prices, contract volume, reserves, institutional solvency, or local economic comfort.
Workshop contracts should remain more personal and expressive: unusual equipment, negotiated priorities, relationships with recurring parties, speculative discoveries, local shortages, and returns that visibly transform a player's machinery.

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@ -27,12 +27,14 @@ Returning reactivates the same workshop identity and its eligible sites. The pla
## Institutions and local circulation
Each Hold contains simulated civic and commercial institutions that supply ordinary necessities, buy useful output, maintain shared services, and publish baseline contracts. Their facilities, inventories, budgets, and mandates keep DELVE and HOLD playable without pretending to be human workshops.
Each Hold begins with simulated civic and commercial institutions operating under a versioned founding distribution policy. The initial arrangement gives them sensible facilities, inventories, budgets, reserves, service obligations, procurement practices, and expedition contracts. It creates a viable starting economy without pretending that institutions are human workshops or that their success is permanent.
Players govern institutions indirectly. Ratified policy changes procurement priorities, reserves, access, safety rules, service guarantees, budgets, and extraction limits. Institutions choose individual purchases, schedules, and contracts within those constraints.
Players govern institutions indirectly. Ratified policy can change charters, mandates, budgets, taxes, subsidies, procurement priorities, reserves, access and rationing, import and export rules, infrastructure investment, safety, service obligations, and extraction limits. These safeguards may be narrowed, underfunded, privatized, consolidated, or abolished through the same civic process that created them.
Institutions choose individual purchases, production, schedules, services, and contracts from ratified policy plus their actual money, facilities, staff, inventories, knowledge, route access, and outstanding obligations. An impossible mandate produces an attributable refusal, shortfall, cancellation, default, rationing decision, or insolvency event. Policy creates neither goods nor successful outcomes.
## Opening and sustaining Holds
A new Hold begins when delvers survey a Vault, routes and institutions make settlement viable, and players voluntarily make it their civic home or establish workshop sites there. Opening responds to sustained active community pressure, institutional load, or chosen frontier play rather than lifetime account totals. It is a committed event inside the Greathold, never a server or matchmaking shard.
Holds persist when their population becomes quiet. Institutions preserve minimum circulation while dormant workshops remain absent from live simulation. Settlement recommendations may favour a viable quiet Hold, but relocation is voluntary and no Hold is merged, wiped, or discarded to repair population balance.
Holds persist when their population becomes quiet or their economy fails. Institutions continue acting from whatever mandates, assets, and capacity survive while dormant workshops remain absent from live simulation; circulation may shrink or stop. Settlement recommendations may favour an economically viable quiet Hold, but relocation is voluntary and no Hold is merged, wiped, restocked, or discarded to repair population balance.

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@ -19,6 +19,16 @@ The same disturbance reaches DELVE as altered contract volume, equipment shortag
Ghostlight owns the foreign decision and external event. Delvehold owns the resulting quantitative trade, capacity, contract, and expedition consequences after admitting the typed response. The game client invents no parallel explanation, and neither simulation rewrites the other's decision.
## Policy reaches the shelves
Institutional policy propagates through the same material chain:
> ratified policy → institutional plan → orders, services, reserves, and contracts → material execution → local supply, demand, shortages, and prices
Every institutional action or failure names its institution and governing policy version. Unmet mandates, rationing, cancelled services or contracts, depleted reserves, failed imports, insolvency, aid, recapitalization, policy reversal, and restored throughput become visible through notices and through the underlying inventories, queues, routes, and receipts.
Policy may impose an administered purchase or sale price, tax, subsidy, or ration. Those terms affect transactions but cannot overwrite the observed evidence of scarcity. A cheap public price attached to an empty shelf is not proof that the good remains cheap or available.
## The news feed
An in-universe news feed gives players enough context that economic changes do not arrive as arbitrary numbers. It carries trade circulars, guild notices, expedition dispatches, foreign broadsheets, official statements, rumours, and corrections.

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@ -9,19 +9,19 @@ DELVE/HOLD canonical state is typed CultCache state published through CultMesh.
| Family | Canonical contents |
| --- | --- |
| People and authority | players, delvers, parties, Masters, workshop identities, civic seals, institutions, control and consent |
| People and authority | players, delvers, parties, Masters, workshop identities, civic seals, institutions, charters, control and consent |
| Holds and presence | Vaults, Holds, routes, civic home affiliations, Hold-local workshop sites, workshop-wide presence leases, dormancy receipts, capacity, provenance and jurisdiction |
| Player equipment | equipped slots, limited carried inventories, unlimited private Hold gear storage, exactly five saved loadout preferences, item condition, modifications, custody and automatic expedition departure snapshots |
| Economy | commodity definitions, resource lots, recipes, facilities, inventories, custody, orders, realized trades and price observations |
| Economy | commodity definitions, resource lots, recipes, facilities, inventories, custody, institutional budgets and reserves, plans, orders, services, rationing, shortfalls, defaults, restructuring, realized trades and price observations |
| Contracts and expeditions | issuers, objectives, offered equipment, rewards, parties, lifecycle, routes, findings, injuries, losses, returns and histories |
| Dungeon ecology | cores, lifecycle pressure, populations, adaptations, memory, topology, hazards, responses and extraction provenance |
| Civic life | assemblies, proposals, seals, testimony, ratified mandates, capacity commitments, withdrawals and institutional actions |
| Civic life | assemblies, proposals, seals, testimony, founding distribution policies, ratified mandates, procurement and access rules, service obligations, capacity commitments, withdrawals and institutional actions |
| Information | facts, observations, reports, rumours, sources, confidence, disclosure and knower scope |
| Continuity | world time, revisions, events, commands, receipts, causal references, schema versions, policy versions, generation seeds, generator versions, input and output digests |
## Derived state
Scenes, dashboards, prices, digests, forecasts, generated dungeon rooms, news layouts, active navigation, active Hold populations, local discovery, settlement recommendations, loadout restore previews, missing-item explanations, and the aggregate Greathold boundary are projections. They may be rebuilt from canonical state and cannot repair it.
Scenes, dashboards, prices, digests, forecasts, expected service levels, generated dungeon rooms, news layouts, active navigation, active Hold populations, local discovery, settlement recommendations, loadout restore previews, missing-item explanations, and the aggregate Greathold boundary are projections. They may be rebuilt from canonical state and cannot repair an insolvent institution, empty reserve, failed route, or unmet mandate.
Saved loadouts are player preferences, not inventories or reservations. Saving one of the five slots moves no item and changes no custody. Departure validates and records the visible equipped and carried state automatically; that state is the sole equipment input.

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@ -25,7 +25,7 @@ description: One persistent world, experienced from opposite sides of the contra
<p class="delvehold-mode-label">HOLD</p>
<h2>Build the warm machine waiting above.</h2>
<p>HOLD is a cozy magical-industry tycoon game. Begin with one mage doing every useful task by hand, encode those gestures into runes, and compose them into spell engines that grow a workshop into shared infrastructure.</p>
<p>Your workshop has one civic home and can establish sites across the Holds of the Greathold. Build local supply chains, trade with familiar players, rely upon local institutions, form relationships with the delvers you hire, and issue the contracts that become somebody else's night underground.</p>
<p>Your workshop has one civic home and can establish sites across the Holds of the Greathold. Build local supply chains, form relationships with the delvers you hire, govern the institutions that provision daily life, and live with what your neighbours preserve, streamline, or dismantle.</p>
</section>
<nav class="delvehold-landing-links" aria-label="Explore DELVE/HOLD">