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[[File:civilization_v50_preview.png|right]]A '''civilization''' (also known as an '''entity''') is an organized society formed by a group of distinct, [[Learning|intelligent]] [[creature]]s. Civilizations are characterized by recognizable [[names and symbols]], [[Performer|art forms]], and [[language]]s, communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships and [[diplomacy]] between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].
 
  
[[World generation]] controls the number of civilizations in each world. All civilizations will initially be one of the five main [[race]]s, although over time, individuals of other races can join them. In [[dwarf fortress mode]], only [[dwarven]] civilizations are currently playable by default; to play as others requires [[modding]]. [[Adventurer mode|Adventurer]]s can be from dwarven, [[elven]], or [[human]] civilizations, or they can be human outsiders from no civilization.
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A '''civilization''', also known as an '''entity''', is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].
  
To start an (''unmodded'') game in fortress mode, there must be one or more dwarven civilizations; by default, the [[Advanced_world_generation#Playable_Civilization_Required|Playable Civilization Required]] option ensures this is true. You can select your civilization at the [[location|site selection]] screen, and each will have some different items available for you to [[embark]] with.
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When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].
  
Civilizations also determine what types of items a particular civilization can craft, that is why sometimes in a game, for example, your dwarven civilization might not know how to make a specific item, such as low boots.
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Only dwarven civilizations are currently playable by default; to play as other civilizations requires [[modding]].
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[[File:civs.jpg|thumb|400px|right|Many, many ancient civilizations.]]
  
 
==Types of civilizations==
 
==Types of civilizations==
 
===Mountain===
 
===Mountain===
The '''mountain civilization''' is established by the [[dwarf|dwarves]] [[File:Dwarf sprite.png|20px]] / {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.
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The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.
  
 
===Plains===
 
===Plains===
The '''plains civilization''' is established by the [[human]]s [[File:Human sprite.png|20px]] / {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.
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The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.
  
 
===Forest===
 
===Forest===
The '''forest civilization''' is established by the [[elf|elves]] [[File:Elf sprite.png|20px]] / {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.
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The '''forest civilization''' is established by the [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.
  
 
===Evil===
 
===Evil===
The '''evil civilization''' is established by the [[goblin]]s [[File:Goblin sprite.png|20px]] / {{Tile|g|7:0}}. Evil civilizations are keen on going to war and <s>rescuing</s> [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.
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The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and <s>rescuing</s> [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.
  
Evil civilizations are formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].
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Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].
  
 
===Skulking===
 
===Skulking===
The '''skulking civilization''' is established by the [[kobold]]s [[File:Kobold sprite.png|20px]] / {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs, populating the natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.
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The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.
  
 
===Subterranean animal people===
 
===Subterranean animal people===
Unnamed tribes spawn in deep [[cavern]]s underground, and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Creatures that form underground civilizations are as follows:
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Unnamed tribes spawn in deep [[cavern]]s underground, and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:
  
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]
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*{{Tile|a|6:0}} [[Amphibian man]]
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]
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*{{Tile|a|0:1}} [[Antman]]
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]
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*{{Tile|b|0:1}} [[Bat man]]
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]
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*{{Tile|f|7:1}} [[Cave fish man]]
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]
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*{{Tile|s|0:1}} [[Cave swallow man]]
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]
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*{{Tile|o|7:1}} [[Olm man]]
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]
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*{{Tile|r|2:0}} [[Reptile man]]
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]
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*{{Tile|r|0:1}} [[Rodent man]]
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]
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*{{Tile|s|7:1}} [[Serpent man]]
  
 
==Dead and struggling civilizations==
 
==Dead and struggling civilizations==
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*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.
 
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.
  
If your dying civilization has no sites, but isn't being treated as dead, it may be because remaining historical populations (often nobles/monarchs) remain behind at a ruined site, possibly because their status as nobles prevents their migration. If having trouble creating a dead civilization, going to some ruins in Dwarf or Adventure mode and killing the site's residents may kill the civilization.
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Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}
  
 
==Fortress Mode==
 
==Fortress Mode==
There exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations.  
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As of version 44.11, there exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations.  
  
 
===World===
 
===World===
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===Holdings and Tribute===
 
===Holdings and Tribute===
Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color, and your tributaries will be a {{Tile|T|0:7:0}} surrounded by gray, while occupied tributaries will be an {{Tile|O|0:5:0}} surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an {{Tile|E|0:2:0}} surrounded by green.
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Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color. Your tributaries will be a {{Tile|T|0:7:0}} surrounded by gray. Occupied tributaries will be an {{Tile|O|0:5:0}} surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an {{Tile|E|0:2:0}} surrounded by green.
 
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]
 
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]
 
{{D for dwarf}}
 
===Concerning Orcs===
 
The orc is a civilization that has been widely popular in the past, but has never been worthy of being in ''Dwarf Fortress''. However, if one would like an orc in their game, they must only overfeed a goblin.
 
  
 
== See also ==
 
== See also ==
 
* [[Entity token]]
 
* [[Entity token]]
 
== Bugs ==
 
* Civilizations can be struggling, even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}
 
* Dead civilizations' missions never complete. {{bug|10891}}
 
 
 
{{World}}
 
{{World}}
 
{{Category|World}}
 
{{Category|World}}

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