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The first step in ''Dwarf Fortress'' is generating a [[World generation|playable world]]; only one game can be played per world at a time. The player can adjust certain [[World_generation#Parameters|parameters]] governing size, [[Surroundings|savagery]], mineral occurrences and the length of history. The map shows symbols representing [[road]]s, [[hill]]s, [[town]]s and [[cities]] of the various [[civilization]]s, and it changes as the generation progresses. A [[wikipedia: midpoint displacement algorithm|midpoint displacement algorithm]] generates the world.
 
The first step in ''Dwarf Fortress'' is generating a [[World generation|playable world]]; only one game can be played per world at a time. The player can adjust certain [[World_generation#Parameters|parameters]] governing size, [[Surroundings|savagery]], mineral occurrences and the length of history. The map shows symbols representing [[road]]s, [[hill]]s, [[town]]s and [[cities]] of the various [[civilization]]s, and it changes as the generation progresses. A [[wikipedia: midpoint displacement algorithm|midpoint displacement algorithm]] generates the world.
  
The process involves [[wikipedia: procedurally generated|procedurally-generated]] basic elements like elevation, [[rain]]fall, mineral distribution, drainage and [[temperature]], using [[wikipedia: fractals|fractals]] (which give it an overall natural look). For example, a high-rainfall and low-drainage area would make a [[swamp]]. Areas are thus categorized into [[biome]]s, which have two variables: savagery and [[wikipedia: Alignment (role-playing games)|alignment]]. They have their own specific type of [[plant]] and [[animal]] populations. The next phase is erosion—which the drainage tries to simulate. [[River]]s are created by tracing their paths from the [[mountain]]s (which get eroded) to its end which is usually an [[ocean]]; some form into [[lake]]s. The salinity field defines oceans, [[mangrove]]s or [[alluvial]] plains. Names are generated for the biomes and rivers. The names depend on the area's [[good]]/[[evil]] variable (the [[alignment]]) and though in English, they are originally in one of the four [[language|in-game language]]s of [[dwarves]], [[elves]], [[human]]s and [[goblin]]s; these are the four main races in any generated world.
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The process involves [[wikipedia: procedurally generated|procedurally-generated]] basic elements like elevation, [[rain]]fall, mineral distribution, drainage and [[temperature]], using [[wikipedia: fractals|fractals]] (which give it an overall natural look). For example, a high-rainfall and low-drainage area would make a [[swamp]]. Areas are thus categorized into [[wikipedia: biome|biome]]s, which have two variables: savagery and [[wikipedia: Alignment (role-playing games)|alignment]]. They have their own specific type of [[plant]] and [[animal]] populations. The next phase is erosion—which the drainage tries to simulate. [[River]]s are created by tracing their paths from the [[mountain]]s (which get eroded) to its end which is usually an [[ocean]]; some form into [[lake]]s. The salinity field defines oceans, [[wikipedia: mangrove|mangrove]]s or [[alluvial]] plains. Names are generated for the [[biome]]s and rivers. The names depend on the area's [[good]]/[[evil]] variable (the [[alignment]]) and though in English, they are originally in one of the four [[language|in-game language]]s of [[dwarves]], [[elves]], [[human]]s and [[goblin]]s; these are the four main races in any generated world.
  
 
After a few minutes the world is populated and its history develops for the amount of in-game [[year]]s selected in the history parameter. Civilizations, races and religions spread and [[war]]s occur, with the "population" and "deaths" counters increasing. The ticker stops at the designated "years" value, at which point the world can be saved for use in any game mode. Should the player choose to retire a [[Dwarf fortress mode|fortress]] or gets [[losing|defeated]], this world will persist and will become available for further games.
 
After a few minutes the world is populated and its history develops for the amount of in-game [[year]]s selected in the history parameter. Civilizations, races and religions spread and [[war]]s occur, with the "population" and "deaths" counters increasing. The ticker stops at the designated "years" value, at which point the world can be saved for use in any game mode. Should the player choose to retire a [[Dwarf fortress mode|fortress]] or gets [[losing|defeated]], this world will persist and will become available for further games.

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