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Difference between revisions of "40d:Region"
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=== Surroundings === | === Surroundings === | ||
+ | Surroundings affects the types of plant life and wild animals which will appear in play. | ||
{| style="border: 0px; padding: 0px; margin: 0px; background: black" | {| style="border: 0px; padding: 0px; margin: 0px; background: black" | ||
| || <span style="color: #fff">'''Benign'''</span> || <span style="color: #fff">'''Neutral'''</span> || <span style="color: #fff">'''Savage'''</span> | | || <span style="color: #fff">'''Benign'''</span> || <span style="color: #fff">'''Neutral'''</span> || <span style="color: #fff">'''Savage'''</span> |
Revision as of 15:02, 10 November 2007
A region is an area of the world that you may select when choosing a location for your fort. Each region is made up of several biomes affecting available flora and fauna. A region also has a climate, and may be in the presence of good or evil civilizations.
Choosing a Region
When starting a new fortress, the game allows you to choose almost any regions on the world map. Different regions have different creatures, trees, or no trees, (depending on how mountainous the region is), different climates, maybe a source of water, and either good or evil alignment.
A rough list of region types follows. The combination of these factors help make each game unique.
Summary of Biomes
See biomes for a complete list of combinations.
Temperature
Too cold and you'll freeze, to hot and you'll die of thirst. Some where in the middle- dragons will get you.
- Freezing
- Cold
- Temperate
- Warm
- Hot
- Scorching
In colder environments, surface water will freeze for more of the year. In hotter environments, surface water may evaporate faster than it is replaced by rainfall. (so if there is no brook or river then there may be no source of water after a few months)
Trees
- None
- Scarce
- Sparse
- Woodland
- Heavily forested
Other Vegetation
Other means shrubs and bushes, or maybe cactii.
- None
- Scarce
- Moderate
- Thick
Surroundings
Surroundings affects the types of plant life and wild animals which will appear in play.
Benign | Neutral | Savage | |
Good | Serene | Mirthful | Joyous Wilds |
Neutral | Calm | Wilderness | Untamed Wilds |
Evil | Sinister | Haunted | Terrifying |
- Note: With the new Embark interface, it is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).