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	<updated>2026-05-26T18:40:08Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=315693</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=315693"/>
		<updated>2026-03-31T22:14:36Z</updated>

		<summary type="html">&lt;p&gt;ComalDave: Added Animal Trainer Hall to Rangers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when enough members of your [[fortress]] are labeled with the same specific [[profession]] (e.g. Carpenter, Brewer or Bonecarver), or practice any professions in the same general category (e.g. Woodworker. Farmer or Craftsdwarf). The required number of members defaults to 10, but this can be changed in the [[Difficulty#Guilds|difficulty]] settings. Allowing many dwarves to do the same [[labor]]s can lead to them learning enough of that skill to form a guild, as can migrants arriving with skills in the same category. Dwarves in a fortress with a a guild for their profession and a guild for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
The name of a guild and its associated guildhall will reflect the profession of the guild, for example a [[Metalsmith]] guild called &amp;quot;The Guild of Oiling&amp;quot; with a guildhall named &amp;quot;The Cave of Copper&amp;quot;, or a [[Ranger]] guild called &amp;quot;The Autumnal Guild&amp;quot; with a guildhall named &amp;quot;The Grove of Deer&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
== Guildhall ==&lt;br /&gt;
{{main|Guildhall}}&lt;br /&gt;
Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold [[skill]] demonstrations, slowly training them in the skill. However, any guildhall can be built at any time, and even if a guild is not established, any one with the right skill can still hold public demonstrations for idlers; this is useful for having dwarves teach each other [[strange_mood|desirable]] skills. If a guild grows to enough members (25 by default, but can also be changed), they will petition for a Grand guildhall.&lt;br /&gt;
&lt;br /&gt;
A guildhall requires a certain [[Zone#Quality and value|zone value]] to be considered established, as [[appraiser|appraised]] by the fortress' [[broker]].  The default values are 2000☼ to upgrade a meeting place to a guildhall and 10,000☼ for a grand guildhall, but these can be changed in the [[Difficulty#Guilds|difficulty]] settings. Accepting such a petition, but failing to deliver one with enough value, will cause negative thoughts for the guild members after one [[Calendar|year]].&lt;br /&gt;
&lt;br /&gt;
==List of guilds==&lt;br /&gt;
This is a list of guildhalls that you can select when adding a new [[location]] (e.g. {{menu icon|z}} -&amp;gt; set a zone -&amp;gt; [[File:Ui location add.png|28px]] -&amp;gt; &amp;quot;New guildhall&amp;quot; -&amp;gt; choose a guild type). General guilds are in '''bold''', followed by specific guilds they include.&lt;br /&gt;
&lt;br /&gt;
There are many [[peasant]] and other non-productive &amp;quot;professions&amp;quot; that will not have guildhalls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Miner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodworker]] hall&lt;br /&gt;
| [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneworker]] hall&lt;br /&gt;
| [[Engraver]] hall  • [[Mason]] hall &lt;br /&gt;
|-&lt;br /&gt;
! [[Ranger]] hall&lt;br /&gt;
| [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall • [[Animal trainer|Animal Trainer]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalsmith]] hall&lt;br /&gt;
| [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Jeweler]] hall&lt;br /&gt;
| [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Craftsdwarf]] hall&lt;br /&gt;
| [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall &amp;lt;br /&amp;gt;• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Fishery worker|Fishery Worker]] hall&lt;br /&gt;
| [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Farmer]] hall&lt;br /&gt;
| [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall&amp;lt;br /&amp;gt; • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall&amp;lt;br /&amp;gt; • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Engineer]] hall&lt;br /&gt;
| [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Doctor]] hall&lt;br /&gt;
| [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guilds in World Generation==&lt;br /&gt;
Guilds are formed in world generation, by civilizations that value [[Personality value#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyen, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]] (see [[Variable_positions#Guilds| variable guild positions]] for further technical details about the positions). The formation of a guild will always also result in the construction of a guild hall at the same time, but the guild positions (which are created with the formation of the guild) might not get filled for a long time (and stay empty) or only some of them getting filled with a historical figure during world generation. In most cases the site, where the guild hall is constructed, is a Fortress or Town, but occasionally a guild can also be found at a Forest Retreat (controlled by humans or dwarves when the guild was founded and not by the [[elf| tree-huggers]]).&lt;br /&gt;
&lt;br /&gt;
The guild positions are not yet available within fortress mode (and are in fact superfluous as the responsibilities are already performed by the recordkeeper, manager, broker and mayor/expedition leader of any dwarven fortress), and thus, guilds made in fortresses don't get them.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.&lt;br /&gt;
&lt;br /&gt;
Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now.&lt;br /&gt;
&lt;br /&gt;
The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Safety Guidelines.&lt;br /&gt;
{{Category|Jobs}}{{Template:V50 entities}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>ComalDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=302553</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=302553"/>
		<updated>2024-07-18T21:07:22Z</updated>

		<summary type="html">&lt;p&gt;ComalDave: There are no Stone Carver Guilds or Stonecutter Guilds in v50. Deleted both from Stoneworker Hall.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when 10 members of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example &amp;quot;The Guild of Oiling&amp;quot;, a Metalsmith guild with a guildhall named &amp;quot;The Cave of Copper&amp;quot;. &amp;lt;!-- Also observed: &amp;quot;The Autumnal Guild&amp;quot;, a Ranger guild with a guildhall named &amp;quot;The Grove of Deer&amp;quot;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000☼ (by default) and Grand Guildhall at 10000☼ zone wealth to be considered established. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. {{Verify|is this still true? The UI no longer shows petitions.}} There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.&lt;br /&gt;
&lt;br /&gt;
While a guild is unestablished, it can still hold public skill demonstrations for idlers. &lt;br /&gt;
&lt;br /&gt;
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
==List of guilds==&lt;br /&gt;
This is a list of guild halls that you can select when adding a new location (e.g. {{k|i}} -&amp;gt; set a zone -&amp;gt; {{k|m}} -&amp;gt; {{k|l}} -&amp;gt; {{k|a}} -&amp;gt; {{k|g}} -&amp;gt; choose a guild type -&amp;gt; {{k|enter}}). General guilds are in '''bold''', followed by specific guilds they include.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Miner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodworker]] hall&lt;br /&gt;
| [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneworker]] hall&lt;br /&gt;
| [[Engraver]] hall  • [[Mason]] hall &lt;br /&gt;
|-&lt;br /&gt;
! [[Ranger]] hall&lt;br /&gt;
| [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalsmith]] hall&lt;br /&gt;
| [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Jeweler]] hall&lt;br /&gt;
| [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Craftsdwarf]] hall&lt;br /&gt;
| [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall &amp;lt;br /&amp;gt;• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Fishery worker|Fishery Worker]] hall&lt;br /&gt;
| [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Farmer]] hall&lt;br /&gt;
| [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall&amp;lt;br /&amp;gt; • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall&amp;lt;br /&amp;gt; • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Engineer]] hall&lt;br /&gt;
| [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Doctor]] hall&lt;br /&gt;
| [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guilds in World Generation==&lt;br /&gt;
&lt;br /&gt;
Guilds are formed in world generation, by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]]. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.&lt;br /&gt;
&lt;br /&gt;
Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now.&lt;br /&gt;
&lt;br /&gt;
The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Saftey Guidelines.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>ComalDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trapper&amp;diff=294643</id>
		<title>Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trapper&amp;diff=294643"/>
		<updated>2023-08-02T23:36:55Z</updated>

		<summary type="html">&lt;p&gt;ComalDave: Deprecated Kennel replaced with Vermin catcher's shop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Trapping]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Vermin catcher's shop]]&lt;br /&gt;
* [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Trapper''' is the skill associated with the '''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].&lt;br /&gt;
&lt;br /&gt;
To trap an animal, either {{k|q}}uery a [[Vermin catcher's shop]] or [[Butcher's shop]] and {{k|a}}dd the {{k|a}} 'Capture a live land animal' task, or {{k|b}} - {{k|m}} build an animal trap, which must then be baited with meat or fish. Many vermin animals are tameable and can be [[animal training|tamed]] at the kennel. &lt;br /&gt;
&lt;br /&gt;
Trappers will pursue and catch tame vermin that's outside of a container.&lt;br /&gt;
&lt;br /&gt;
The trapper skill is also used in creating animal traps. Wooden traps are made at the [[carpenter's workshop]], while metal ones are constructed at a [[metalsmith's forge]], or a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
Trappers can be used to control the vermin population and/or acquire fancy creatures to put in cages and place in your fortress. In the first function, they are easily outperformed by cats (although cats will create vermin remains that need a Refuse Hauling task), and the second is mainly attractive to boost dwarf mood if they encounter an animal they particularity like. Of course many vermin are hateable so it is questionable how effective this may be.  There are also a few vermin such as [[fire snake]]s that can be used to make extracts, but extracts currently have no use except as a trade good.  [[Creepy crawler]]s are the only vermin that can be [[butcher]]ed so trapping a lot of them can help train your butchers. As one of the Ranger professions, skilled trappers often have other, more useful skills such as marksdwarf or [[ambusher]].&lt;br /&gt;
&lt;br /&gt;
Successfully completing the 'capture a live land animal' task fulfills a dwarf's 'do something exciting' [[need]].&lt;br /&gt;
[[File:trapping_preview.png|thumb|300px|center|Humans trapping animals in the ancient times.]]&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>ComalDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moat&amp;diff=294461</id>
		<title>Moat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moat&amp;diff=294461"/>
		<updated>2023-07-21T15:54:49Z</updated>

		<summary type="html">&lt;p&gt;ComalDave: /* Creating a moat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''moat''' is a simple and universally applicable piece of [[defense design]], and often the first defense-oriented piece of engineering that players will embark upon. A basic moat is nothing more than a dug-out trench encircling your entrance with a single three-tile wide (for [[caravan]]s) [[bridge]] over it attached to a [[lever]]. In the event of an attack, the lever can be pulled and the bridge raised, forcing enemies to get creative.&lt;br /&gt;
&lt;br /&gt;
==Creating a moat==&lt;br /&gt;
&lt;br /&gt;
There are two ways to construct a moat. The first is to dig out the moat level and then channel down to it from the above. The second is to channel down to that level first and then remove all ramps. In both cases, it is necessary to have either a [[ramp]] leading out of the moat or a sealed-off access tunnel, to avoid stranding your miners. If you absolutely must have an absolutely clean moat, the effect can be achieved by building a support, attaching a floor to it above the ramp in question, linking it to a lever, and then collapsing the support. The floor will fall down and obliterate the ramp. Consider the following diagram which demonstrates the construction of a moat:&lt;br /&gt;
&lt;br /&gt;
[[File:SafeChannelWithRamps.png]]&lt;br /&gt;
&lt;br /&gt;
=== Example Design of Moat on Border ===&lt;br /&gt;
&lt;br /&gt;
This design allows you to plan and schedule the construction of your moat and does not require close supervision. The design dimensions are in accordance with best practices as taught at DIT (Dwarven Institute of Technology).&lt;br /&gt;
&lt;br /&gt;
==== Water Hazards ====&lt;br /&gt;
*  Water hazards need to be removed by draining through a [[pressure]] reduction to a [[cistern]] where a [[pump]] can deliver fresh water to wells.&lt;br /&gt;
* Once drained, construct dam walls to prevent the water from flowing into the moat.&lt;br /&gt;
&lt;br /&gt;
==== Surface ====&lt;br /&gt;
* Place wood stockpile from eleven (11) to fifteen (15) from the border. &lt;br /&gt;
* Schedule clearing a distance of ten (10) from the border by cutting all trees, smoothing all boulders, and perhaps gathering all plants.&lt;br /&gt;
* Construct a paved road five (5) wide on the border except where bridges will be located you should build stone floors.&lt;br /&gt;
* Schedule digging a channel three wide next to the paved roadway with a priority of five (5). Digging the channel at bridge crossings now will allow you to build your bridges early and have them read to link to levers.&lt;br /&gt;
* Build a wall on the inside edge of the moat.&lt;br /&gt;
&lt;br /&gt;
==== Level One Down ====&lt;br /&gt;
* Continue digging the channel three wide with a priority of seven (7).&lt;br /&gt;
* Schedule digging a channel one wide on each side with a priority of six (6).&lt;br /&gt;
* Mark this level as a blueprint until the surface channel is in progress and free of trees. 🎄 &lt;br /&gt;
&lt;br /&gt;
==== Level Two Down ====&lt;br /&gt;
* Schedule digging a hallway under the priority six (6) channels with a priority of four (4).&lt;br /&gt;
* Underneath the bridge crossing, ramp down to this level so that the miners can complete the hallways before digging the channels.&lt;br /&gt;
* You will need to provide safe access to this level to allow miners and workers to exit the moat and collect loot later in the game.&lt;br /&gt;
&lt;br /&gt;
==== Finishing the Moat ====&lt;br /&gt;
* Once the bottom of the moat is complete, remove any ramps replacing them with floors.&lt;br /&gt;
* If the bottom of the moat is completely flat, either build a paved road on the bottom or smooth the surface to prevent plants and trees from growing.&lt;br /&gt;
&lt;br /&gt;
==== Caveat ====&lt;br /&gt;
After clearing but before digging, new trees can sprout, care must be observed to avoid surface cave-ins when cutting these trees or you may have a fight break out between the frightened miners and the careless woodcutters.&lt;br /&gt;
&lt;br /&gt;
==== Drawing ====&lt;br /&gt;
    L2         ┐_&lt;br /&gt;
    L1         ▓_&lt;br /&gt;
    L0 _____ĎĎĎ▓______&lt;br /&gt;
    L-1▐███     ██████&lt;br /&gt;
    L-2▐███     ██████&lt;br /&gt;
    L-2▐██████████████&lt;br /&gt;
&lt;br /&gt;
==Defense considerations==&lt;br /&gt;
&lt;br /&gt;
===Climb-proofing your moat===&lt;br /&gt;
&lt;br /&gt;
These days, a goblin can just climb down a trench and climb right back out the other side. Here are a few strategies to prevent [[climb]]ing out of the trench:&lt;br /&gt;
&lt;br /&gt;
* 7/7 water at the bottom of the moat will drown many guests, and deter others.&lt;br /&gt;
* Magma is always appropriate.&lt;br /&gt;
* Cage, weapon, or repeating spike traps make it less likely that your enemies will survive crossing the trench.&lt;br /&gt;
* Block walls are difficult to climb, and smoothed natural walls are impossible to climb.&lt;br /&gt;
* An overhang or &amp;quot;lip&amp;quot; on the moat will prevent trapped enemies from climbing out of the moat on that side. The lip must protrude 2 tiles if made from walls, but only 1 tile if made from floors.&lt;br /&gt;
* Make sure your moat is of sufficient width that it can't be jumped over. Invaders aren't yet smart enough to do a running jump, but they can jump across a 1-tile gap (2 tiles for undead). &lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the effectiveness of a moat is the common tree. Two trees on opposite sides of a moat are as good as a bridge if their branches come within a tile of each other; and a tree growing at the bottom of a moat makes a mockery of fortress defense.&lt;br /&gt;
&lt;br /&gt;
Trees at the bottom of the moat can be prevented by digging down far enough that there is no soil at the bottom of the trench, which has the side benefits of making an invader's slip into the moat [[Gravity|more deadly]] and increasing the distance necessary to climb back out afterward. Alternatively, pavement, constructions, and/or 7/7 water or magma will also prevent tree growth.&lt;br /&gt;
&lt;br /&gt;
There are two primary ways of preventing poorly-timed tree growth from compromising your moat: you can either pave a 4-tile-wide collar around the outside of the moat; or you can dig a moat so wide that trees on either side will be unable to reach each other. You can also take advantage of the fact that a tree [[Tree#Growing_trees|will not grow]] if the z-level below them has been dug out.&lt;br /&gt;
&lt;br /&gt;
==Lethality Improvements==&lt;br /&gt;
&lt;br /&gt;
As one can guess, a moat can be filled with [[water]] to drown sentients, but filling it with [[magma]] is obviously far more dwarven. Although a dry moat is perfectly functional, doing so will render it more lethal to enemies that [[Dodger|slip]] in [[Trap|by accident]], especially if [[Menacing spike|something]] waits for them down below. This is a double-edged sword, however; you should make sure there are no dwarves standing on bridges when you pull levers, and have your military engage the enemy far from your moat.&lt;br /&gt;
&lt;br /&gt;
Another option is to have the moat empty, and use a [[floodgate]] controlled by a lever to fill the moat with water or magma during a siege.  Make a path through the moat for goblins to walk through, then flood it and drown them.  You can also add another floodgate and lever to drain the moat when the siege is over.  &lt;br /&gt;
&lt;br /&gt;
A moat can also be filled with dangerous animals, such as dogs, bears, [[alligator]]s or the ever-dreaded [[carp]]. This is most effective for dry or water-filled moats (since the animals will not kill the hapless dwarf that falls inside by accident, [[Fun|although he may just die of thirst inside it]]), but no one is stopping you from filling your magma moat with [[magma crab]]s.&lt;br /&gt;
&lt;br /&gt;
==Drawbacks==&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
&lt;br /&gt;
It's not that a moat is bad for morale, exactly; it's just that terrified dwarves tend not to look where they're fleeing. If a dwarf gets scared, it's just as likely to flee into the moat as it is into the fortress. Whether this is merely irritating or downright [[Fun]] will depend on how deadly the bottom of your moat is, and how easy it is to retrieve creatures stuck in it.&lt;br /&gt;
&lt;br /&gt;
===Amphibious/Fireimmune Enemies===&lt;br /&gt;
&lt;br /&gt;
It should be noted that water-filled moats can be easily crossed by natural [[Swimming|swimmers]] such as [[Creature token#A|amphibians]] and/or non-breathing creatures; this is ground for a hilarious bug{{Bug|926}} causing [[giant toad]]s to drown the [[elite]] goblins riding them as they path through your defences during a [[siege]]. Likewise, magma-filled moats will be ineffective against [[Fire|fire-immune]] creatures who don't need to breathe, although only [[dragon]]s and the [[fire imp|various]] [[magma crab|inhabitants]] [[magma man|of]] [[fire man|magma]] are actually immune to magma's heat, and dragons may just drown inside a magma moat.&lt;br /&gt;
&lt;br /&gt;
===Winter===&lt;br /&gt;
&lt;br /&gt;
Also note that if you fill the moat with water in a [[climate]] that [[Freezing|freezes]] during winter, the moat will become ineffective while the water in it has turned into [[ice]]. A deep moat filled only partway up with water will remain reasonably effective even during a freeze.&lt;br /&gt;
&lt;br /&gt;
===Ranged Enemies===&lt;br /&gt;
&lt;br /&gt;
A moat offers little protection against ranged enemies, and sending melee dwarves out across a bridge under enemy fire is foolhardy at best. You can surround the inside lip of your moat with [[fortification]]s and engage them in ranged combat, but [[elite]] ranged enemies will still be able to hit your marksdwarves through these defenses.&lt;br /&gt;
&lt;br /&gt;
===Flying Enemies===&lt;br /&gt;
&lt;br /&gt;
A moat offers no challenge to flying enemies, and should not be relied upon as a defense against them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
[[ru:Moat]]&lt;/div&gt;</summary>
		<author><name>ComalDave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Worldgen_examples&amp;diff=290581</id>
		<title>Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Worldgen_examples&amp;diff=290581"/>
		<updated>2023-02-12T20:16:13Z</updated>

		<summary type="html">&lt;p&gt;ComalDave: v50 on steamapp on Win11 changed location of world_gen.txt to data/prefs/ leaving prior path in case this is unique to steam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
please use the following template to add new world examples&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
Description. Blablbalbalbal...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[params]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This article contains, in no particular order, parameter sets for use with [[Advanced world generation]]. You may find one of them useful if you are trying to create worlds with specific types of features.&lt;br /&gt;
&lt;br /&gt;
=Using Examples=&lt;br /&gt;
&lt;br /&gt;
To use a worldgen example, open ''data/prefs/world_gen.txt'' &amp;lt;small&amp;gt;( was ''data/init/world_gen.txt'')&amp;lt;/small&amp;gt; with a text editor (notepad.exe is fine) and copy/paste the parameter set text into it, then start Dwarf Fortress and select &amp;quot;Design New World With Advanced Parameters&amp;quot;. The world parameters will appear in the list on the right of the screen. Select the name of the parameter set with the arrow keys and hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
=Posting Examples=&lt;br /&gt;
&lt;br /&gt;
The following is the best way to post an example as it ensures the seed values used in your world are copied exactly as used in your world. This will make sure people can reproduce your exact results (or, if they want, they can delete the seed values to get their own variation).&lt;br /&gt;
&lt;br /&gt;
#Load the world up in Legends mode.&lt;br /&gt;
#Hit {{K|p}} to &amp;quot;export map/gen info.&amp;quot;&lt;br /&gt;
#Look for a file called ''regionX-world_gen_param.txt'' in your main ''Dwarf Fortress'' folder.&lt;br /&gt;
##Open it in a text editor (notepad is good)&lt;br /&gt;
##Copy and paste the text into the wiki page using the template hidden at the top of the wiki editing text&lt;br /&gt;
#Optional: convert the ''world_map-regionX-XXX--XXXXX.bmp'' to a PNG file (very important) using your favourite graphic editor (GIMP, Paint.Net, MS Paint etc.) and upload that as well.&lt;br /&gt;
&lt;br /&gt;
=Worlds=&lt;br /&gt;
&lt;br /&gt;
== The Delightful Prairie ==&lt;br /&gt;
[[File:the-delightful-prairie.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
In the Dimension of Wonder lies a small valley between two mountain ranges. This valley is dominated by the Delightful Prairie. Savage beasts call it their home. &lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
*Pocket world&lt;br /&gt;
*No aquifiers&lt;br /&gt;
*Flat terrain&lt;br /&gt;
*Badgers everywhere&lt;br /&gt;
*Iron and coal everywhere&lt;br /&gt;
*Flux in many places&lt;br /&gt;
*A lot of Obsidian for some reason&lt;br /&gt;
*One cavern layer&lt;br /&gt;
*Contact with humans, elves, and goblins&lt;br /&gt;
*Two dwarven civs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25. Tested in DF v0.31.11&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:NO AQUIFER POCKET]&lt;br /&gt;
	[SEED:650296489]&lt;br /&gt;
	[HISTORY_SEED:1395011604]&lt;br /&gt;
	[NAME_SEED:2186692389]&lt;br /&gt;
	[CREATURE_SEED:1226153698]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:3]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:10:1:1:5]&lt;br /&gt;
	[RAIN_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:20]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:100]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:15]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Badlands ==&lt;br /&gt;
This example world is filled with badlands. It has one dwarven civ, and one goblin civ.&lt;br /&gt;
In a typical embark, there will be no surface trees, at all.  This was accomplished by having rainfall set to zero minimum and zero maximum.&lt;br /&gt;
[[File:BADLANDS-world_map.png|thumb|250px|right|Generated in DF v0.43.05.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:BADLANDS]&lt;br /&gt;
	[SEED:oeWGcYMiGgasgao8qyqM]&lt;br /&gt;
	[HISTORY_SEED:Ee6OIqoaSYguUYS6wEO2]&lt;br /&gt;
	[NAME_SEED:eEgKyWCOAygEqYsimc8C]&lt;br /&gt;
	[CREATURE_SEED:qWouwiGWMqA0ceo8yu2K]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:0:0:100:100]&lt;br /&gt;
	[TEMPERATURE:50:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:100:100]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Swamp ==&lt;br /&gt;
This world is nothing but swamps and rivers.  This was accomplished by adjusting rainfall to 100 minimum, 100 maximum, and setting drainage minimum to zero and drainage maximum to zero.  This world has a single dwarven civilization and a single goblin civilization.&lt;br /&gt;
[[File:SWAMP-world_map.png|thumb|250px|right|Generated in DF v0.43.05.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SWAMP]&lt;br /&gt;
	[SEED:wAm6yQeMie8YoCsAUkyg]&lt;br /&gt;
	[HISTORY_SEED:KiuOk0KcccMOkieYUGsu]&lt;br /&gt;
	[NAME_SEED:WAMSumyUEuQa8i6CWk0G]&lt;br /&gt;
	[CREATURE_SEED:kUUgyQawYOoykYmMOWuu]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:0:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ice Age ==&lt;br /&gt;
This world is experiencing an Ice Age.  There is an advancing wall of ice covering much of the world, and the dwarven civilization is currently within the Ice.  There are greener areas to the north, however, with rivers and forests available.  Again, one dwarven civlization and one goblin civilization.&lt;br /&gt;
[[File:ICE_AGE-world_map.png|thumb|250px|right|Generated in DF v0.43.05.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ICE_AGE]&lt;br /&gt;
	[SEED:qgC2GmMgeKyU80k2y4Cg]&lt;br /&gt;
	[HISTORY_SEED:OYkwsYSEcUooyYkCwyAK]&lt;br /&gt;
	[NAME_SEED:SAu46A8wGSuccGGmQIUQ]&lt;br /&gt;
	[CREATURE_SEED:McgS04Kuw8uiwc2a0Iak]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:-20:0:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Biome Evil ==&lt;br /&gt;
This world is filled with nothing but large  evil biomes.  This was accomplished by having only very large biomes other than mountainous ones, allowing Dwarves to have their mountainhome, but leaving the rest of the world evil.  Again, one goblin civilization and one dwarven civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE_EVIL]&lt;br /&gt;
	[SEED:YCqkcwc6Uqu0weguck8M]&lt;br /&gt;
	[HISTORY_SEED:EMEAKSa6Om6QYuUwqOog]&lt;br /&gt;
	[NAME_SEED:0MMEmeuQEeeymoCQcwce]&lt;br /&gt;
	[CREATURE_SEED:AMIm2ggi6O08eCqg82Sg]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Large Biome Good ==&lt;br /&gt;
This world has a large good biome, with the added feature of a mountain in the center, with all rivers flowing away from this central mountain.  This particular world has only dwarves and elves, due to the overwhelming &amp;quot;goodness&amp;quot; of the land.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:GOOD_MOUNTAIN]&lt;br /&gt;
	[SEED:qy80eS6kgw6qk4cwqeSy]&lt;br /&gt;
	[HISTORY_SEED:aWckY4Ac6omOY8YmmK4o]&lt;br /&gt;
	[NAME_SEED:oAyAiyMQuq2wegIECG0Y]&lt;br /&gt;
	[CREATURE_SEED:AkaOaEUIckwGeUi22AIO]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:4225]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Room for everyone ==&lt;br /&gt;
This world has a biome for every race, and one civlization of each, including goblins, dwarves, elves, and humans.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ROOM_EVERYONE]&lt;br /&gt;
	[SEED:Zi31Lf6WELGogkcDM0MX]&lt;br /&gt;
	[HISTORY_SEED:fYimCRG8wpqhjRrD8uJ8]&lt;br /&gt;
	[NAME_SEED:fc8vk8W3E1gHNAUUBiTk]&lt;br /&gt;
	[CREATURE_SEED:KuJmjG2wnP50PAruLWEC]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:10:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:10:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:4]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Many Civilizations ==&lt;br /&gt;
This world, with just a few adjust parameters from the above example, has 10 human civs, 1 dwarven civ, 16 elvish civs, and 17 goblin civs.  This world has over 53,000 goblins!&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MANY_CIVS]&lt;br /&gt;
	[SEED:UWkyCGWW0I6QeOEwMko8]&lt;br /&gt;
	[HISTORY_SEED:swMCs8qAMs8IgUo2oqIO]&lt;br /&gt;
	[NAME_SEED:cKSQ00moWUoOK0gy8UaG]&lt;br /&gt;
	[CREATURE_SEED:MgO6UACueYUoks2iY6Ei]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:0]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:0:100:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human Necromancers ==&lt;br /&gt;
This world is filled with human necromancers, and over 40 towers would be typically generated.  Due to the nature of Necromancer discovery, the exact number isn't always predictable.  Dwarves, Humans, and 75,000 goblins.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:HUMAN_NECROS]&lt;br /&gt;
	[SEED:UEks8QS0QAyugWWOy8K4]&lt;br /&gt;
	[HISTORY_SEED:sUAgMSM2WGecikeEki0m]&lt;br /&gt;
	[NAME_SEED:k2i0IMAwqI6Au88u0KmG]&lt;br /&gt;
	[CREATURE_SEED:qAIAAQU4MeCiecwmgWEY]&lt;br /&gt;
	[DIM:33:33]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:1000]&lt;br /&gt;
	[BEAST_END_YEAR:1000:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:0]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:3200:3200]&lt;br /&gt;
	[RAINFALL:10:65:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:33:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:0:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:10]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:0]&lt;br /&gt;
	[SECRET_NUMBER:500]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:500]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:1000]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:40]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:100]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Monster Island ==&lt;br /&gt;
&lt;br /&gt;
Named after a [http://www.bay12forums.com/smf/index.php?topic=101941.0 thread] where the first known example of this sort of world was played in Adventurer Mode. An outsider-only world that condenses an entire world's worth of monsters into a single volcanic island. Note that it WILL reject infinitely until you allow it to accept any reject.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DEATH WORLD]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1324]&lt;br /&gt;
	[END_YEAR:50]&lt;br /&gt;
	[BEAST_END_YEAR:300:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:20:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:10]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:75]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:150]&lt;br /&gt;
	[TITAN_NUMBER:33]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:26]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_NUMBER:26]&lt;br /&gt;
	[SECRET_NUMBER:52]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:52]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:52]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:25:25]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:0:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:1]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:0]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== EARTH ==&lt;br /&gt;
&lt;br /&gt;
This is an almost exact replica of Earth. Russia is on the left, Australia is in the middle, and the Americas are on the right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.42.06.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:CREATE WORLD NOW = 5134514]&lt;br /&gt;
	[SEED:oXczcPHPkWdqU0Y3eJ6o]&lt;br /&gt;
	[HISTORY_SEED:12fJsQ0YXBiJYdV9sh94]&lt;br /&gt;
	[NAME_SEED:pkbjyJrmQlCQKJpgdXpP]&lt;br /&gt;
	[CREATURE_SEED:9tCXoYkk46qZPInfyGus]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:5]&lt;br /&gt;
	[BEAST_END_YEAR:5:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:3:5:4:3:2:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:150]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:300]&lt;br /&gt;
	[TITAN_NUMBER:66]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:26]&lt;br /&gt;
	[BOGEYMAN_NUMBER:26]&lt;br /&gt;
	[VAMPIRE_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_NUMBER:26]&lt;br /&gt;
	[SECRET_NUMBER:52]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:52]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:52]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:26]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:26]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:24:244:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:24:244:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:4]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:252:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:252:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1008:3:2]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2016:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2016:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:63:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:126:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2016:3:2]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2016:3:2]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:3500]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:80]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:120]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:2000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:33000:4032:2016]&lt;br /&gt;
	[RAIN_RANGES:2016:4032:2016]&lt;br /&gt;
	[DRAINAGE_RANGES:2016:4032:2016]&lt;br /&gt;
	[SAVAGERY_RANGES:16512:8256:0]&lt;br /&gt;
	[VOLCANISM_RANGES:2016:4032:2016]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dead Dwarven Civilization ==&lt;br /&gt;
This worldgen creates a dead dwarven civ, so when you embark, all you get are the two hardcoded migrant waves, and no other contact.  No liaisons, no caravans, nothing.  You are on your own.  Also, positions like monarch or baron are not selected.  You can remove the seeds and get similar worlds, of course.  However, during worldgen, you'll have the greatest chances of the dwarven civ being DEAD if the fortress is conquered within the first 50 years, so watch for that during worldgen.  No editing of raws is required, this works in vanilla DF.&lt;br /&gt;
&lt;br /&gt;
The way this works is that there are a LOT of goblins in the world (over 100,000), apparently so many that they repeatedly siege and pillage the initial mountainhome, sometimes 50, 80 or more times, to the point where the civ is considered dead.  The elevation PSV ensures only a single initial dwarven civ.  If more than one dwarven civ is placed, it's unlikely the Dwarven civ will be dead.&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154368.msg6754648#msg6754648 posted] by vjek in the forums)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.42.04.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DEAD_DWARVEN_CIV]&lt;br /&gt;
	[SEED:UeiAe2y4QIkMGYS46IwO]&lt;br /&gt;
	[HISTORY_SEED:EgI2OGYwKCIkwMC0uoKk]&lt;br /&gt;
	[NAME_SEED:icIGQ22OUaEgYWseGOEG]&lt;br /&gt;
	[CREATURE_SEED:csA0S2MaAycE60YYwQGg]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:1000]&lt;br /&gt;
	[BEAST_END_YEAR:1000:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:310:0:0]&lt;br /&gt;
	[RAINFALL:1:1:0:0]&lt;br /&gt;
	[TEMPERATURE:50:50:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:50:50]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:0:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NONE]&lt;br /&gt;
	[MINERAL_SCARCITY:1000]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:60]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:0]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:0]&lt;br /&gt;
	[WEREBEAST_NUMBER:0]&lt;br /&gt;
	[SECRET_NUMBER:0]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:1000]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:1]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:52]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:52]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:10]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:16]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:12]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:100]&lt;br /&gt;
	[SITE_CAP:0]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:310:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dead and Varied ==&lt;br /&gt;
&lt;br /&gt;
I decided I wanted a more 'normal' looking world, with all of the civs except dwarves alive. I prefer using v0.42.06.  After fiddling with vjek's template, I was able to come up with a larger, wetter world with the bigger biomes I like.  The dwarves are properly dead (no living members, blank civ screen after embark, no caravans &amp;amp; only 2 migrant waves), but the elves and humans managed to hang on. And plenty of goblins, of course. ([http://www.bay12forums.com/smf/index.php?topic=157348.msg6914691#msg6914691 posted] by Crowbeard in the forums)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.42.06.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DEADANDVARIED]&lt;br /&gt;
	[SEED:KSkCwwCaeok0mAiAS4mq]&lt;br /&gt;
	[HISTORY_SEED:8c6WeUkmOqKeYA8QeIGC]&lt;br /&gt;
	[NAME_SEED:6oeGKCSiGAU4qQq24Guw]&lt;br /&gt;
	[CREATURE_SEED:IIWicw6E8UCMU6Ses0So]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:500]&lt;br /&gt;
	[BEAST_END_YEAR:1000:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:35:400:500:900]&lt;br /&gt;
	[RAINFALL:0:95:200:400]&lt;br /&gt;
	[TEMPERATURE:0:100:200:400]&lt;br /&gt;
	[DRAINAGE:15:100:200:400]&lt;br /&gt;
	[VOLCANISM:0:100:200:400]&lt;br /&gt;
	[SAVAGERY:0:100:100:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:3:5:2:1:2:3]&lt;br /&gt;
	[RAIN_FREQUENCY:3:30:5:4:3:2]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:3:10:15:15:15:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:1000]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:60]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:0]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:0]&lt;br /&gt;
	[WEREBEAST_NUMBER:0]&lt;br /&gt;
	[SECRET_NUMBER:1]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:2]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:2]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:2]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:2]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:40:60:1]&lt;br /&gt;
	[EVIL_SQ_COUNTS:30:60:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:2]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:1:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:5:1:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:5:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:5:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:300]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:1]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:51]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:52]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:10]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:16]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:250]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:4]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:200]&lt;br /&gt;
	[SITE_CAP:4]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:0]&lt;br /&gt;
	[ELEVATION_RANGES:1:1:1]&lt;br /&gt;
	[RAIN_RANGES:1:1:1]&lt;br /&gt;
	[DRAINAGE_RANGES:1:1:1]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dunes ==&lt;br /&gt;
&lt;br /&gt;
A world composed mostly of sand desert, with a few scattered mountains. Only dwarves and goblins can be found in these worlds.&lt;br /&gt;
[[File:DUNES-world_map.png|thumb|250px|right|Generated in DF v0.43.05.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.43.05.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DUNES]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:100]&lt;br /&gt;
	[BEAST_END_YEAR:100:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:200:300:800:800]&lt;br /&gt;
	[RAINFALL:0:0:101:101]&lt;br /&gt;
	[TEMPERATURE:25:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:0:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:101:101]&lt;br /&gt;
	[SAVAGERY:0:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:3:2:0:1:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NONE]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:0]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:0]&lt;br /&gt;
	[WEREBEAST_NUMBER:0]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:22]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:22]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:1:16:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:1:16:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:6]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:10]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:264]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Volcanos!==&lt;br /&gt;
&lt;br /&gt;
A world with a simply ridiculous number of volcanos. This was developed in this [https://www.reddit.com/r/dwarffortress/comments/73zmfy/generating_a_world_with_lots_and_lots_of_volcanoes Reddit thread] and tested in 43.05&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.43.05.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LOTTAVOLCANOES]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:399]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:2:3:1:5:3:10000]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:14]&lt;br /&gt;
	[BOGEYMAN_NUMBER:14]&lt;br /&gt;
	[VAMPIRE_NUMBER:14]&lt;br /&gt;
	[WEREBEAST_NUMBER:14]&lt;br /&gt;
	[SECRET_NUMBER:28]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:28]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:28]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:14]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:14]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:4500]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:500]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Islands==&lt;br /&gt;
&lt;br /&gt;
A world filled with islands(somewhat). Good to try a hermit challenge. This was developed by [http://www.bay12forums.com/smf/index.php?action=profile;u=16695 Grax] and updated by [http://www.bay12forums.com/smf/index.php?action=profile;u=14958 Vattic] in the following [http://www.bay12forums.com/smf/index.php?topic=91141.0 thread]. Tested in DF v0.47.04 and still works. The thread also details how to customize your island.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ISOLATED ISLANDS]&lt;br /&gt;
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#############################################&lt;br /&gt;
# Paste Biome and Savagery maps bellow here #&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[ru:Worldgen examples]]&lt;/div&gt;</summary>
		<author><name>ComalDave</name></author>
	</entry>
</feed>