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Editing 40d:Ocean

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Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.
 
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.
  
== Survival ==
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== Survival==
 
 
 
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.
 
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.
  
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Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree|trees]] and [[shrub|shrubs]].
 
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree|trees]] and [[shrub|shrubs]].
  
== Draining the ocean ==
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== Draining the Ocean ==
  
 
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump|pumps]]. However, doing this will cause even a high-end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.
 
Not a good idea. It is possible to reduce the water level near the shore to fordable depths by draining it into an aquifer layer or using an array of [[pump|pumps]]. However, doing this will cause even a high-end computer to grind to a halt as the movement of each tile of water is calculated, and the water at the edge will refill faster than it can be drained. This can also easily turn into a fatal [[flood]] scenario, and the sheer quantity of rushing water tends to drag dwarves into the drain holes.

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