v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

40d:Region

From Dwarf Fortress Wiki
Jump to navigation Jump to search

A region is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total before you take Z-layers into account.

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. Some information on what the region contains can be gathered from the Map legend.

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, too hot and you'll die of thirst. Somewhere 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

Trees are good for wood.

  •  None 
  • Scarce
  • Sparse
  •  Woodland 
  • Heavily forested

Other Vegetation

Other means shrubs and bushes, or maybe cacti.

  •  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). Keep in mind this is totally awesome.

See also

Worlds