Build "Arcadia Base" — a voxel diorama of a SpaceX-style Mars settlement on Arcadia Planitia, mid-way between industrial camp and pressurized town — as a single self-contained HTML file using Three.js from a pinned CDN, opening directly in Chrome with no build step and no external assets. Scale: place at least 500,000 voxels. The base sits at the center of a gigantic landscape: a flat beige-to-rust volcanic plain, low hills on the north horizon, shallow craters, wind-streaked dunes, and a covered ice trench cut into the silt. Around it: a landing field of sintered pads hundreds of meters apart with scorch marks, a solar field in long dark rows, a bermed reactor site kilometers out, a basalt quarry, and a utility corridor of pipes and cable trays linking every compound. Compacted-regolith tracks with pole lights run between them. Generate the terrain procedurally from a seed I can set. Use greedy meshing or chunked instanced geometry so the whole thing holds 60fps on a laptop GPU, with frustum culling and LOD for distant chunks. Palette: dusty industrial Mars — rust, ochre, and beige regolith, brushed stainless steel, matte black heat-shield tiles, near-black solar glass, pale white and grey-white cryogenic tanks, dark insulated shed panels, sulfur-concrete tan, with warm greenhouse gold and small red/blue status LEDs as the only accents. Butterscotch sky, weak yellow sunlight, small sun, sharp shadows, blue-grey halo at sunset. No blue sky, no neon, no lawns. The base: a "cemetery" of landed Starships (~50 m stainless cylinders, black-tiled belly) that never flew again, repurposed as power plant, tank farm, workshop, and the first pressurized rooms; fabric and later rigid pressurized tunnels connecting airlocks between hulls; regolith-buried hab domes with small thick windows facing the sun; one large communal dome glowing yellow-green at night; opaque insulated hydroponic halls and one showpiece greenhouse dome; the propellant plant as the heart of it all — low insulated sheds, ranks of methane and oxygen tanks behind blast berms, a forest of heat-traced pipes, radiator fields, a water-treatment block at the ice-pipe arrival; the solar field with robot dust-wipers and battery banks; the ice mine with heated drills and a processing shed; a materials hall with sinterers, a basalt-fiber furnace and a small metals line; a print yard with a gantry on rails extruding sulfur-concrete arches under curing tents, finished modules buried under mounds; life-support tanks and scrubbers; a machine shop fitted inside a Starship hull. Interiors are lit at night through the rare windows. Everything metal frosts, dusts, and scratches to matte. Life inside: hundreds of Optimus robots and rovers with daily routines — dust-wipers sweep the solar rows at dawn, pipe-crawlers inspect the fuel plant, rover convoys haul ice from the trench to the processing shed, printer bots lay habitat walls layer by layer, cranes lift printed arches, pallets cycle through the big airlocks; a handful of suited crew go outside only for jobs robots can't do. A sol/night cycle (24h 39m) with pad lights and greenhouse gold coming on at dusk; heat haze off the radiators; frost forming on tanks at night; steam plumes from the Sabatier reactors. Starships land and launch on real trajectories — a silent flash, then a ground shake that arrives late — with plumes that kick regolith and leave fresh scorch. Cargo ships arrive in waves every transfer window. The storm: a global dust storm advances across the plain as a wall of ochre haze. Wind rises, dust opacity climbs, solar output dies row by row, and the base goes dim except for the fuel plant and habitat core running on nuclear and batteries. Robots retreat to shelters; rovers park behind berms; the print yard idles. Wind-driven dust piles against the leeward side of every structure and buries solar panels grey. Storm gusts, hard landings and micrometeorite strikes do real damage to the environment: curing tents tear free, a fabric tunnel ruptures and vents in a rush of dust with rigid-body physics, a Starship that lands too hard tips over and breaks up voxel by voxel, a tank-farm rupture spills cryogenic fog behind the berm, debris rolls downhill, and craters form where a plume scours the pad. When a dome breach opens, dust pours in and robots rush to patch it while crew flee through tunnels to the pressurized core; airlock doors slam, greenhouse lights flicker, and the propellant plant keeps running on its own. Interaction: orbit/zoom/pan camera; click any robot, rover, crew member, or ship to follow it; hover a building to see it slice open and reveal the interior (stacked Starship decks, hydroponic racks, the Sabatier hall, a buried dome living room); a control panel with time-of-sol, build phase (0 ship cemetery → 3 city scale), storm intensity, power mix (solar vs nuclear), and weather (dust devils, night frost) sliders; a "God" mode where I can drop a boulder or a meteorite anywhere and watch the…