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Difference between revisions of "40d:Region features"

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(→‎Hidden features: include 'em all)
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== Hidden features ==
 
== Hidden features ==
  
=== [[Chasm]]/[[bottomless pit]] ===
+
* [[Chasm]]/[[bottomless pit]]
 
+
* [[Underground river]]
=== [[Underground river]] ===
+
* [[Underground pool]]
 
+
* [[Magma]] pipe/pool
=== [[Underground pool]] ===
+
* [[Glowing pit]] (spoilers ahead)
 
 
=== [[Magma]] pipe/pool ===
 
 
 
=== [[Glowing pit]] ===
 
  
 
[[Category:World]]
 
[[Category:World]]

Revision as of 06:02, 20 November 2008

Picking a starting region to build your dwarf fortress is a delicate work. Take a look at the list below and consider what you might need in your fort.

Visible features

Forest

Pros: Forests have plenty wood and plants for outdoor farming.

Cons: Trade wagons can have a hard time navigating thick forest. Evil and untamed forests can have dangerous creatures.

Desert/Beach

Pros: Sand for glassware, easily navigated by trade wagons

Cons: Little wood or stone.

Aquifer

Pros: Infinite source of water anywhere on the map

Cons: Difficult to get under to access stone and minerals

River/Brook

Pros: Fishing, water for farming and drinking

Cons: Some dangerous river creatures

Lake

Small lakes are present in pretty much every other tile of the world.

Ocean

Pros: Mist makes dwarves happier, source of driftwood, sieges can't attack from that side (yet)

Cons: Saltwater is not normally drinkable

Open volcano vent

Pros: Magma forges, obsidian, magma defense

Cons: Magma monsters, strange mood crafters -demand- magma forges

Cliff

Pros: Don't want something? Drop it off the side of the cliff!

Cons: May tax the system slightly

Hidden features