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== Biomes ==
 
== Biomes ==
{{main|Biome}}
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<small>Main article: [[Biome|biome]]</small>
  
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant|plants]], [[creatures|animal species]] and [[climate]].  
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant|plants]], [[creatures|animal species]] and [[climate]].  
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=== Climate ===
 
=== Climate ===
{{main|Climate}}
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<small>Main article: [[climate]]</small>
  
 
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates.  
 
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates.  
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The climate is displayed as "Temperature: Warm" in the above image.
 
The climate is displayed as "Temperature: Warm" in the above image.
  
Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river.  Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.
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Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.  Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.
  
 
=== Plant Life ===
 
=== Plant Life ===
{{main|Tree|Shrub}}
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<small>Main article: [[Tree|trees]] and [[Shrub|shrubs]]</small>
  
 
Seen in the above image as "Trees: Sparse" and "Other Vegetation: Moderate".
 
Seen in the above image as "Trees: Sparse" and "Other Vegetation: Moderate".
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=== Surroundings ===
 
=== Surroundings ===
{{main|Surroundings}}
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<small>Main article: [[surroundings]]</small>
  
 
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.
 
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.
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=== Layers ===
 
=== Layers ===
{{main|Layer|ore|stone}}
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<small>Main articles: [[Layer]], [[Ore|ore]] and [[Stone|stone]]</small>
  
 
At the bottom right of the biome view, some of the main features of the site are reported.  In older versions, you used to get a report of the major stone type of each of the top eight layers.  Now, however, you get only reports of ''shallow metal(s)'' and/or ''deep metal(s)''.  You will also be told whether the biome has a thin, or thick, layer of soil on top of it, and whether that soil includes [[clay]].  Deep soil layers make underground farming extremely quick to set up (no [[irrigation]] needed).
 
At the bottom right of the biome view, some of the main features of the site are reported.  In older versions, you used to get a report of the major stone type of each of the top eight layers.  Now, however, you get only reports of ''shallow metal(s)'' and/or ''deep metal(s)''.  You will also be told whether the biome has a thin, or thick, layer of soil on top of it, and whether that soil includes [[clay]].  Deep soil layers make underground farming extremely quick to set up (no [[irrigation]] needed).
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=== Aquifer ===
 
=== Aquifer ===
{{main|Aquifer}}
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<small>Main article: [[aquifer]]</small>
  
 
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see the [[aquifer|main page]].
 
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see the [[aquifer|main page]].
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== Reclaiming a fortress ==
 
== Reclaiming a fortress ==
{{main|Reclaim fortress mode}}
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:''Main article: [[Reclaim fortress mode]]''
 
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress you may see goods, materials, and corpses left from the previous effort.  These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].
 
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress you may see goods, materials, and corpses left from the previous effort.  These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].
  
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=== Skills ===
 
=== Skills ===
{{main|Skills}}
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Main article: [[Skills]]
  
 
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of "Proficient") can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbors smelting hematite until the cows come home.
 
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of "Proficient") can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbors smelting hematite until the cows come home.
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== Embark Strategies ==
 
== Embark Strategies ==
{{main|Starting build}}
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<small>Main article: [[Starting build]]</small>
  
The strategies below are suggestions. They are not universal, and many are even contradictory - this is because there is no one true way to play ''Dwarf Fortress''. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since '''Losing is Fun''', it's always worth it to try something out, even if it doesn't go well.
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The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.
  
 
=== Picking the Right Location ===
 
=== Picking the Right Location ===
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* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will "compress" your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.  
 
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will "compress" your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.  
  
'''Cheaper food''' you can bring lots of milk (worth 1 embark point each), build a [[farmers workshop]], and make cheese out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast, and requires no skill ,just enable cheese making on your cook or brewer.   
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'''Cheaper food''' you can bring lots of milk (worth 1 embark point each), build a farmers workshop, and make cheese out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast, and requires no skill ,just enable cheese making on your cook or brewer.   
 
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -> Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.   
 
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -> Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.   
 
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.   
 
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.   
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'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).
 
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).
  
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be <s>problematic</s> [[Main:Fun|Fun]] if you are unlucky and the caravan does not bring an anvil.   
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'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be <s>problematic</s> [[Main:Fun|Fun]] if you are unlucky and the caravan does not bring an anvil.   
  
 
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone, some bars of copper, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them you're screwed. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).
 
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone, some bars of copper, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them you're screwed. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).

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