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Editing 40d Talk:Adamantine

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:::*Mining even a little bit of adamantine set into motion an eventual and unavoidable end-of-game ("Too deep").  Mining a lot of adamantine would cause it to happen at the start of the next season.
 
:::*Mining even a little bit of adamantine set into motion an eventual and unavoidable end-of-game ("Too deep").  Mining a lot of adamantine would cause it to happen at the start of the next season.
 
:::*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about anywhere on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.
 
:::*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about anywhere on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.
:::*Cave-ins would happen pretty much automatically if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a pillar).
 
 
:::*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight... something like a quarter of what they are now.
 
:::*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight... something like a quarter of what they are now.
 
:::*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).
 
:::*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).

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