Caldeira
6 zones, 7 links and 5 residents. It exists only inside its event window, and its map leaves the game once that window closes.
The map
The region's 7 links, laid over the game's painted map. Every node carries its zone's exploration art, the very picture the player already sees in game.
- ━Salt Caves: its 4 links, the crossroads of the region
- 🛒Shop
- ▫number = loot lines the zone alone provides
What the map does not say: the loot is nearly the same everywhere
Each of the region's 6 zones gives the same 9 loot lines. This is the most useful fact about the region, and the one playing never reveals: out of the 102 lines the region holds, 54 are that repetition.
From 7 lines (3 zones) to 10 (Salt Caves).
| Mine | Salt Caves | Smoking Crater | Sunken Ruins | Humid Jungle | Shipwreck Shore | Turquoise Lagoon | |
|---|---|---|---|---|---|---|---|
| 6/6 | |||||||
| 6/6 | |||||||
| 6/6 | |||||||
| 6/6 | |||||||
| 5/6 | |||||||
| 3/6 | |||||||
| 2/6 | |||||||
| 2/6 | |||||||
| 2/6 | |||||||
| 1/6 | |||||||
| 1/6 | |||||||
| 1/6 | |||||||
| 1/6 | |||||||
| 1/6 | |||||||
| 1/6 |
- 10 Salt Caves
- 9 Smoking Crater
- 8 Sunken Ruins
- 7 3 zones
The direct consequence, and the answer to the question actually being asked: travelling to gather a resource from the common base is pointless. You travel for an altar, a resident, a shop, or for the seven to ten lines the zone alone provides.
The fixed points
1 shop and 5 residents. They are what gives a reason to cross the map, and they never move.
The four regions
The game holds 4 regions, 1 permanent and 3 tied to an event. An event region is a region like any other, with one extra field: its window. The page does not change template when the window closes, it changes state.
A closed region keeps its map, its zones and its loot as reading material; it loses the >move button and gains its closing date. The wiki reads the same dataset either way, which means a future event has nothing to do to be archived: it already is.