private void CreateNewWorld()
        {
            SetLoadingMessage("Creating Sky...");

            Renderer.Sky = new SkyRenderer();


            #region Initialize static data

            bool actionComplete = false;

            Game.DoLazyAction(new Action(() =>
            {
                Renderer.InstanceRenderer = new InstanceRenderer();

                Renderer.bloom = new BloomComponent(Game)
                {
                    Settings = BloomSettings.PresetSettings[5]
                };
                Renderer.bloom.Initialize();

                SoundManager.Content = Content;
                if (PlanService != null)
                {
                    PlanService.Restart();
                }

                MonsterSpawner = new MonsterSpawner(this);
                EntityFactory.Initialize(this);
            }), () => { actionComplete = true; return(true); });

            while (!actionComplete)
            {
                Thread.Sleep(10);
            }

            #endregion


            SetLoadingMessage("Creating Planner ...");
            PlanService = new PlanService();


            SetLoadingMessage("Creating Liquids ...");

            #region liquids

            Renderer.WaterRenderer = new WaterRenderer(GraphicsDevice);

            #endregion

            #region Load Components

            // Create updateable systems.
            foreach (var updateSystemFactory in AssetManager.EnumerateModHooks(typeof(UpdateSystemFactoryAttribute), typeof(EngineModule), new Type[] { typeof(WorldManager) }))
            {
                UpdateSystems.Add(updateSystemFactory.Invoke(null, new Object[] { this }) as EngineModule);
            }

            Time = new WorldTime();

            Renderer.Camera = new OrbitCamera(this, // Todo: Is setting the camera position and target redundant here?
                                              new Vector3(VoxelConstants.ChunkSizeX,
                                                          WorldSizeInVoxels.Y - 1.0f,
                                                          VoxelConstants.ChunkSizeZ),
                                              new Vector3(VoxelConstants.ChunkSizeX, WorldSizeInVoxels.Y - 1.0f,
                                                          VoxelConstants.ChunkSizeZ) +
                                              Vector3.Up * 10.0f + Vector3.Backward * 10,
                                              MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.1f,
                                              GameSettings.Default.VertexCullDistance);

            PersistentData = new PersistentWorldData();
            ChunkManager   = new ChunkManager(Content, this);
            Splasher       = new Splasher(ChunkManager);

            Renderer.ChunkRenderer = new ChunkRenderer(ChunkManager);

            Renderer.Camera.Position = new Vector3(0, 10, 0) + new Vector3(WorldSizeInChunks.X * VoxelConstants.ChunkSizeX, 0, WorldSizeInChunks.Z * VoxelConstants.ChunkSizeZ) * 0.5f;
            Renderer.Camera.Target   = new Vector3(0, 10, 1) + new Vector3(WorldSizeInChunks.X * VoxelConstants.ChunkSizeX, 0, WorldSizeInChunks.Z * VoxelConstants.ChunkSizeZ) * 0.5f;

            ComponentManager = new ComponentManager(this);
            ComponentManager.SetRootComponent(new GameComponent(ComponentManager, "root", Matrix.Identity, Vector3.Zero, Vector3.Zero));

            #region Prepare Factions

            Factions = new FactionSet();
            //Factions.Initialize(this, Settings.Company);
            foreach (var faction in Overworld.Natives)
            {
                Factions.AddFaction(new Faction(this, faction));
            }

            Point playerOrigin = new Point((int)(Overworld.InstanceSettings.Origin.X), (int)(Overworld.InstanceSettings.Origin.Y));

            PlayerFaction         = Factions.Factions["Player"];
            PlayerFaction.Economy = new Company(PlayerFaction, 300.0m, Overworld.Company);

            #endregion

            EventScheduler = new Events.Scheduler();

            TutorialManager = new Tutorial.TutorialManager();
            TutorialManager.TutorialEnabled = !GameSettings.Default.TutorialDisabledGlobally;
            Tutorial("new game start");

            foreach (var item in Library.EnumerateCraftables())
            {
                if (!String.IsNullOrEmpty(item.Tutorial))
                {
                    TutorialManager.AddTutorial(item.Name, item.Tutorial, item.Icon);
                }
            }

            Renderer.Camera.World = this;
            //Drawer3D.Camera = Camera;


            #endregion

            SetLoadingMessage("Creating Particles ...");
            Game.DoLazyAction(new Action(() => ParticleManager = new ParticleManager(ComponentManager)));

            SetLoadingMessage("Creating GameMaster ...");

            TaskManager       = new TaskManager();
            TaskManager.World = this;
            Time.NewDay      += (time) => PayEmployees();


            var generatorSettings = new Generation.ChunkGeneratorSettings(MathFunctions.Random.Next(), 0.02f, Overworld)
            {
                WorldSizeInChunks = WorldSizeInChunks,
                SetLoadingMessage = SetLoadingMessage,
                World             = this
            };

            SetLoadingMessage("Generating Chunks...");
            Generation.Generator.Generate(Overworld.InstanceSettings.Cell.Bounds, ChunkManager, this, generatorSettings, SetLoadingMessage);
            CreateInitialEmbarkment(generatorSettings);
            ChunkManager.NeedsMinimapUpdate = true;
            ChunkManager.RecalculateBounds();

            if (PlayerFaction.Economy.Information == null)
            {
                throw new InvalidProgramException();
            }

            if (MathFunctions.RandEvent(0.01f))
            {
                SetLoadingMessage("Reticulating Splines...");
            }

            ChunkManager.StartThreads();
            SetLoadingMessage("Presimulating ...");
            ShowingWorld = false;
            OnLoadedEvent();
            Thread.Sleep(1000);

            ShowingWorld = true;

            SetLoadingMessage("Complete.");

            LoadStatus = LoadingStatus.Success;
        }