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Editing v0.34:Location

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from dehydration, starvation or the other dangers that lurk about.  
 
from dehydration, starvation or the other dangers that lurk about.  
  
Different players consider different sorts of locations to be ideal.  Players looking for an easy map should look for:
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''An ideal location includes'':
* A location that lacks an [[aquifer]].
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* A location that lacks an [[aquifer]]. (If the location is freezing, it may not matter, and perhaps even be useful)
* A water source such as a [[brook]], [[river]], or [[lake]], although an aquifer or [[ocean]] can serve in a pinch; most sources also serve as an important source of [[shell]]s
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* A '''fresh''' water source like [[stream]] or [[river]].
* A [[soil]] layer in which to easily place [[farming|farm]]s, without having to worry about irrigation.
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* A [[Climate|temperature]] that isn't extremely hot or cold.
* Absence of [[water|salt water]] on the map, which can make all natural sources of water unpotable.
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* Shallow and Deep Metals to provide ores.
* Absence of a [[cave]] or similar [[site]], which may contain dangerous native life.
 
* A [[climate|temperature]] that isn't extremely hot or cold.
 
* A non-evil, non-savage [[biome]].
 
* An area with an abundance of [[tree]]s.
 
* A flat surface.
 
* An area with [[trade|access]] to [[human]]s and [[elf|elves]].
 
 
 
Players looking to [[maximizing framerate|maximize framerate]] look for:
 
* An area on a small world.
 
* An area where their desired features are combined in a small embark area.
 
* An area without flowing water.
 
* An area without cyclical [[freezing|freezes]] and thaws.
 
 
 
Players looking for a complete DF experience on a single map generally look for the following features:
 
* Shallow and deep [[metal]]s to provide ores, especially [[iron]] and [[platinum]].
 
 
* A [[flux]] material for making [[steel]].
 
* A [[flux]] material for making [[steel]].
 
* A soil layer which acts as source of [[sand]] to enable [[glass industry]].
 
* A soil layer which acts as source of [[sand]] to enable [[glass industry]].
* A soil layer which acts as source of [[clay]] to enable [[ceramic industry]].  [[Fire clay]] is especially desirable.
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* A soil layer which acts as source of [[clay]] to enable [[ceramic industry]].
* An area that contains a [[demonic fortress|curious underground structure]].
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* A non-evil biome.
* An area containing a [[volcano]].
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* An area with an abundance of [[tree]]s.
* An area with access to [[goblin]]s, and one or more [[necromancer|towers]].
 
  
Some other features that are frequently sought out, despite making the game more difficult in many ways, are:
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Depending on what type of fortress you are trying to build, you can choose a wide variety of locations.
* A [[waterfall]], especially one spanning many z-levels.
 
* An evil biome, particularly one suffering interesting [[evil weather|weather]] phenomena or one where corpses [[undead|reanimate]].  The borders of such evil areas are especially important to some players.
 
* An especially small [[island]], such that dwarves may embark on the entirety of the island.
 
* A small embark location serving as the border of a large number of distinct biomes.
 
* An area visited by interesting and uncommon creatures, such as [[merperson|merpeople]], [[unicorn]]s, [[giant desert scorpion]]s, or [[sea monster]]s.
 
* An area with steep, interesting cliffs, or other variations in elevation.
 
* An area where one or more dwarven civilizations are currently at war with the local humans, elves, or both.
 
* An area containing an interesting cave, [[night creature|lair]], [[minotaur|labyrinth]], or [[tomb]].
 
* An area suffering extreme temperature conditions.
 
* An interestingly glitched area, for instance, one in which [[adamantine|cotton candy]] spirals high above the surface of the map.
 
  
It's extraordinarily difficult to find a location that meets all criteria for the "perfect map" for any particular person. One typically must settle for a map containing certain acceptable elements.
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For example a location with a [[volcano]] is good if you don't want to pump [[magma]] to the surface, but still want to use it in constructions. Streams are good for generating power. Aquifers present problems for some people, but others utilize them. Freezing temperatures allow for water [[trap]]s to be used creatively. Likewise, in scorching environments, uncovering water will result in fast evaporation for creative entrances and traps.  
  
Before you choose a location, remember that all maps have [[magma sea|magma]] and many have [[cavern|underground water]].
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Before you choose a location, remember that all layers have [[magma sea|magma]] and many have [[cavern|underground water]].

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