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.

Editing World activities

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:
 
{{av}}
 
{{av}}
  
After [[world generation]], game worlds continue to develop and advance while time passes in-game, simulating off-screen various activities in the world outside of the player's influence and without their direct input, referred to as "world activation".  
+
After [[world generation]], game worlds continue to develop and advance while time passes in-game, simulating off-screen various activities in the world outside of the player's influence and without their direct input, this is regarded as "world activation".  
  
World activation happens when you start a new [[Fortress mode|fortress]] or [[Adventure mode|adventure]] mode game, during the two weeks that pass in the [[calendar]] when you begin. Otherwise, it happens as [[time]] passes as you play at normal fortress/adventurer speed. You can play many games of [[Fortress mode|fortress]] and/or [[Adventure mode|adventure]] mode in the same world, each building up its history.
+
World activation happens when you start a new [[Fortress mode|fortress]] or [[Adventure mode|adventure]] mode game, then [[calendar]] is advanced by two weeks every time. Otherwise, it happens as [[time]] passes as you play at normal fortress/adventurer speed. You can play many games of [[Fortress mode|fortress]] and/or [[Adventure mode|adventure]] mode in the same world, each building up its history.
  
 
==Types of activities==
 
==Types of activities==
Line 12: Line 12:
  
 
===Succession===
 
===Succession===
[[Historical figure]]s can get married, have children, do their various jobs, and die. All of their children can do the same, as they are also historical figures.
+
[[Historical figure]]s can get married, have children, do their various jobs, and die, and all of their children do the same, as they are also historical figures.
  
 
The various positions of [[nobles]] will either be inherited by another historical figure, or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].
 
The various positions of [[nobles]] will either be inherited by another historical figure, or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].
Line 21: Line 21:
 
Existing NPC [[site]]s are conquered, liberated, defended, destroyed, reclaimed and new sites are created[http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526] while playing. Bandits will loot villages, armies will conquer cities, and forgotten beasts will ransack fortresses. Abandoned dwarven fortresses can be reclaimed by the player later.
 
Existing NPC [[site]]s are conquered, liberated, defended, destroyed, reclaimed and new sites are created[http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526] while playing. Bandits will loot villages, armies will conquer cities, and forgotten beasts will ransack fortresses. Abandoned dwarven fortresses can be reclaimed by the player later.
  
As the player can do in [[fortress mode]], during [[world generation]] and [[world activities]]),{{verify}} certain [[item]]s, usually (always?){{verify}} [[artifact]]s, can also be chosen as the symbol of a [[army|group]]'s administrative position.
+
As in [[fortress mode]], during [[world generation]] and [[world activities]]),{{verify}} certain [[item]]s, usually (always?){{verify}} [[artifact]]s, can also be chosen as the symbol of a [[army|group]]'s administrative position.
  
 
===Movement===
 
===Movement===
Consequently, all kinds of creatures and groups travel around on the world map. However, others teleport. No, really.
+
Consequently, all kinds of creatures and groups travel around on the world map. However, others teleport. No, really.
  
 
The following groups teleport:
 
The following groups teleport:
Line 45: Line 45:
 
[[File:Df goblins distracted by elves.png|thumb|Screenshot showing Goblin civs prioritizing conquering the Elves down south above attacking the player fort (here highlighted with a yellow 'A' due to the rumour of artifacts.) ASCII mode.]]
 
[[File:Df goblins distracted by elves.png|thumb|Screenshot showing Goblin civs prioritizing conquering the Elves down south above attacking the player fort (here highlighted with a yellow 'A' due to the rumour of artifacts.) ASCII mode.]]
  
[[Army|Armies]] move around the map while playing for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the "effective" population of said site{{verify}}, in other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.
+
[[Army|Armies]] move around the map while playing, for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the "effective" population of said site{{verify}}, in other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.
  
 
The asterisks {{DFtext|*}} on the fast travel map in adventure mode are creatures and armies moving around on the world map.
 
The asterisks {{DFtext|*}} on the fast travel map in adventure mode are creatures and armies moving around on the world map.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 3 hidden categories: