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	<updated>2026-06-03T16:00:01Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292721</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292721"/>
		<updated>2023-03-29T05:05:16Z</updated>

		<summary type="html">&lt;p&gt;Melmi: /* Farms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots. Surface crops only grow in Summer and Spring, while subterranean crops grow year-round.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during the warmer months, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their domesticated alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none || n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
With true trees dying out long ago, their niche is filled in most of the world by towers, the haphazard outgrowths of the Megastructure itself which can be harvested for scrap. However, in rare corners of the Megastructure one will find that mosses and lichens have evolved to create a sort of tree in their own right. These trees provide a habitat for some of the last remnants of the Earth's ancient fauna.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Type&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Density&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Value&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|Tower || any grassland, shrubland, savanna || both || 1 || scrap material || 600 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || any forest, taiga || dry || 100 || wood || 650 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lichen tree || any forest, taiga || wet || 100 || wood || 650 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Grasses&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Lichen || any forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tile || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete structural growth || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tiling growth || subterranean || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert, taiga || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanomachine colony || any desert, taiga || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292714</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292714"/>
		<updated>2023-03-28T05:04:50Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Move note on growth months&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots. Surface crops only grow in Summer and Spring, while subterranean crops grow year-round.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during the warmer months, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their domesticated alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
With true trees dying out long ago, their niche is filled in most of the world by towers, the haphazard outgrowths of the Megastructure itself which can be harvested for scrap. However, in rare corners of the Megastructure one will find that mosses and lichens have evolved to create a sort of tree in their own right. These trees provide a habitat for some of the last remnants of the Earth's ancient fauna.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Type&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Density&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Value&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|Tower || any grassland, shrubland, savanna || both || 1 || scrap material || 600 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || any forest, taiga || dry || 100 || wood || 650 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lichen tree || any forest, taiga || wet || 100 || wood || 650 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Grasses&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Lichen || any forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tile || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete structural growth || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tiling growth || subterranean || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert, taiga || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanomachine colony || any desert, taiga || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=292713</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=292713"/>
		<updated>2023-03-28T05:01:04Z</updated>

		<summary type="html">&lt;p&gt;Melmi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has been updated to 4.41; the rest of the pages are in varying states of update. Information might be outdated. Refer to the [http://www.bay12forums.com/smf/index.php?topic=179676.0 Bay12 thread] for more information.&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great empire, its shining cities the capital of a vast civilization which stretched from the pitted surface of Mercury to the freezing depths of the Oort Cloud. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end. From this arose a new age, an era of awe and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Earth itself is unrecognizable, a broken world littered with a thousand dead nations and forgotten megastructures which obscure any trace of what was once a verdant oasis of natural life. The solar system is a haunted grave, the planets, moons, and even space itself strewn with the wreckage of long-dead peoples.&lt;br /&gt;
&lt;br /&gt;
But this is all ancient history, long forgotten to the rising powers of the new Earth. They live in a different world entirely, an endless jungle of steel and carbon in which even the mightiest of cities are but mere drops in its ocean, in which even the greatest scientific achievements known to their ancient ancestors are but wheels and torches compared to the hypertechnological relics which they rely on to survive. Where mankind no longer rests at the summit of existence but submits to the authority of those who dare follow the path carved out by their forebears and seek to transcend the limits of mere biology. Where even posthuman demigods struggle for survival against ceaseless danger and overwhelming violence. A world in which the power of the individual once more reigns supreme, the ideals of equality and unity reduced to laughable fantasies. An era that waits with bated breath for its own end, and the rise of a new existence which will finally bring order to the anarchy and terror of a star system gone mad, or deliver the killing blow to what remains of intelligent life. But this terrible night of humanity's history will be long and harsh indeed, and only the greatest among the great stand a chance of bringing forth a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an unrecognizeable earth, filled to the brim with genetically-altered monsters, rogue machines, warring states, and countless other threats. Central to the game experience is the use of nanotechne; a programmable, infinitely mutable form of matter which forms the foundation of every civilization, and the process of transcendence, through which individuals can cultivate internal nanotechne to develop new cybernetic augmentations, and slowly obtain an immortal posthuman body which can survive the chaos to come. Of course, for every such madman who would seek such a thing, a thousand more live as mortal humans and struggle every day to make ends meet. Play a mercenary scoundrel, a village of hydroponic farmers, a biomechanical mech pilot, a posthuman barbarian, and much more. Countless stories wait for you in the far future of pan-humanity.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=179676.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=16160 Download]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Technomancy|The Long Night: Technomancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Adventure Mode|The Long Night: Adventure Mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292712</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292712"/>
		<updated>2023-03-28T04:57:47Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Add trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
With true trees dying out long ago, their niche is filled in most of the world by towers, the haphazard outgrowths of the Megastructure itself which can be harvested for scrap. However, in rare corners of the Megastructure one will find that mosses and lichens have evolved to create a sort of tree in their own right. These trees provide a habitat for some of the last remnants of the Earth's ancient fauna.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Type&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Density&lt;br /&gt;
! &amp;quot;Wood&amp;quot; Value&lt;br /&gt;
! &lt;br /&gt;
|-&lt;br /&gt;
|Tower || any grassland, shrubland, savanna || both || 1 || scrap material || 600 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || any forest, taiga || dry || 100 || wood || 650 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lichen tree || any forest, taiga || wet || 100 || wood || 650 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Grasses&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Lichen || any forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tile || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete structural growth || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tiling growth || subterranean || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert, taiga || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanomachine colony || any desert, taiga || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292711</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292711"/>
		<updated>2023-03-28T04:47:59Z</updated>

		<summary type="html">&lt;p&gt;Melmi: /* Grasses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== &amp;quot;Grasses&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Lichen || any forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tile || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete structural growth || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tiling growth || subterranean || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert, taiga || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanomachine colony || any desert, taiga || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292710</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292710"/>
		<updated>2023-03-28T04:46:11Z</updated>

		<summary type="html">&lt;p&gt;Melmi: /* Grass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Grasses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Lichen || any forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tile || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete structural growth || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tiling growth || subterranean || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert, taiga || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanomachine colony || any desert, taiga || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292709</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292709"/>
		<updated>2023-03-28T04:46:01Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Add grasses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Lichen || any forest, taiga || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tile || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete structural growth || any desert, mountain || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Plastcrete tiling growth || subterranean || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert, taiga || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanomachine colony || any desert, taiga || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292708</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292708"/>
		<updated>2023-03-28T04:40:36Z</updated>

		<summary type="html">&lt;p&gt;Melmi: /* Farms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of waste material to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Scorched earth || mountain, glacier, tundra || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Hybrid grass || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Meadow flowers || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Concrete tile || any wetland, desert, subterranean 1 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Crumbling ruins || any desert || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Metal tile || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Glowing lichen || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanostrand || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanopod || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanoflower || any desert || both || savage&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292707</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292707"/>
		<updated>2023-03-28T04:39:45Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Added cloned meat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of human waste to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the organisms within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || surface ||  2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || surface || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || surface || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || surface || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|-&lt;br /&gt;
| Cloned meat || subterranean || 10 || none | n/a || yes || yes || cloned meat sample || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Scorched earth || mountain, glacier, tundra || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Hybrid grass || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Meadow flowers || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Concrete tile || any wetland, desert, subterranean 1 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Crumbling ruins || any desert || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Metal tile || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Glowing lichen || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanostrand || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanopod || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanoflower || any desert || both || savage&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292706</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=292706"/>
		<updated>2023-03-28T04:26:53Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Add 4.41 crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
Crops in The Long Night come in several different categories. Depending on your civilization, you will only be able to embark with either surface or subterranean crops, but all civilizations can grow all crops if they obtain the appropriate seeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all &amp;quot;plants&amp;quot; and are grown at standard farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Native Plants ===&lt;br /&gt;
&lt;br /&gt;
Native plants grow naturally on the surface, having evolved for the harsh conditions of the Megastructure. They grow in moist areas of the megastructure during Summer and Spring, and come in two varieties: moss plants which cling to life in the rare mossy areas of the megastructure, and the silicate plants that dot wastes and voids. They can be farmed, but have little value compared to their alternatives. Their main advantage is that unlike most plants, they are frequently found growing naturally. In addition, moss herbs are the only source of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
|Moss herb || grasslands, shrublands, savannas, and forests || Wet || 1 || tea || 1 || yes || yes || moss herb seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss stalk || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss stalk seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Moss frond || grasslands, shrublands, savannas, and forests || Wet || 1 || none || n/a || yes || yes || moss frond seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate bulb || deserts, mountains, tundras, and glaciers || Wet ||  1 || crude alcohol || 1 || yes || yes || silicate bulb samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate stalk || deserts, mountains, tundras, and glaciers || Wet || 1 || none || n/a || yes || yes || silicate stalk samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate tuft || deserts, mountains, tundras, and glaciers || Both || 1 || none || n/a || yes || yes || silicate tuft samples || 1&lt;br /&gt;
|-&lt;br /&gt;
|Silicate root || subterranean || Wet || 1 || none || n/a || yes || yes || silicate root samples || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
Farms are a special type of &amp;quot;crop&amp;quot; that are cultivated in vats for consumption. Farm grubs, rats, and fish are animals which are raised in tiny spaces for protein, while compost fungus is a utility crop which is fed off of human waste to produce edible fruiting bodies which can then be processed into psychotropic drugs at a still. Farms are usually maintained by human operators, but in rare cases abandoned farming vats will be found in the wild with the animals within somehow clinging to life.&lt;br /&gt;
&lt;br /&gt;
While not the most appetizing, the majority of pan-humanity relies on vat-farmed protein to survive. Many value vat protein for its affordability compared to other more palatable food sources. Farm grubs are sometimes even ground into protein slurry and drunk as a cheap alternative to alcohol.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Farm Name&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Farm grubs || 2 || protein slurry || 2 || yes || yes || farm grub eggs || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm rats || 2 || none || n/a || yes || yes || farm rat pups || 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm fishes || 5 || none || n/a || yes || yes || farm fish eggs || 10&lt;br /&gt;
|-&lt;br /&gt;
| Compost fungus || 2 || psychotropics || 2 || yes || yes || compost fungus spawn || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories are a special type of crop, simple machines that extract trace materials and convert them into useful resources. They come in two varieties: solar-powered factories which must be assembled on the surface, and the more advanced symbiotic factories which can be assembled underground in the relative safety of a bunker. As they are machines, none of them are edible or distillable.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Factory Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
! &amp;quot;Seed&amp;quot;&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered polymer factory || surface || 1 || polymer fiber (thread) || 2 || solar-powered fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered laminate factory || surface || 20 || laminate paper || 20 || solar-powered laminate factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Solar-powered oil factory || surface || 2 || scrap-oil&amp;lt;br&amp;gt;synthesized scrap-soap || 2&amp;lt;br&amp;gt;5 || solar-powered oil factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic smart-fabric factory || subterranean || 2 || smart-fiber (thread)&amp;lt;br&amp;gt;smart-sheet (paper) || 2&amp;lt;br&amp;gt;2 || symbiotic smart-fabric factory kit || 2&lt;br /&gt;
|-&lt;br /&gt;
| Symbiotic oil factory || subterranean || 2 || synthesized oil&amp;lt;br&amp;gt;synthesized soap || 5&amp;lt;br&amp;gt;10 || symbiotic oil factory kit || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hydroponic Plants ===&lt;br /&gt;
&lt;br /&gt;
In the devastated ecosphere of the Terran Megastructure, the only way to grow the plants that once covered the surface of earth is through the use of advanced hydroponics systems. Most hydroponics systems are advanced and delicate enough that they must be grown indoors, with the exception of hydroponic algae which instead uses a primitive system of hydroponics that *requires* being grown in natural light. Hydroponic food offers the best taste out of any plants, but its growth requirements means that most will never be able to afford it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Value&lt;br /&gt;
! Growth&lt;br /&gt;
! Growth Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Seed&lt;br /&gt;
! Seed Value&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic algae || surface || 2 || none || n/a || gin || 2 || yes || yes || algal bud || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic fruit farm || subterranean || 2 || hydroponic fruit || 5 || wine || 20 || yes || yes || hydroponic fruit seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic vegetable farm || subterranean || 2 || hydroponic vegetable || 10 || none || n/a || yes || yes || hydroponic vegetable seed || 2&lt;br /&gt;
|-&lt;br /&gt;
| Hydroponic grain farm || subterranean || 2 || none || n/a || beer || 10 || no || no (but can be ground into flour) || hydroponic grain seed || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Scorched earth || mountain, glacier, tundra || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Hybrid grass || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Meadow flowers || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Concrete tile || any wetland, desert, subterranean 1 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Crumbling ruins || any desert || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Metal tile || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Glowing lichen || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanostrand || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanopod || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanoflower || any desert || both || savage&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=292705</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=292705"/>
		<updated>2023-03-28T03:03:32Z</updated>

		<summary type="html">&lt;p&gt;Melmi: /* Hyperalloy Uploads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. The Solar Empire, with its peerless knowledge of the human genome, could easily engineer various strains of human to fulfill specific tasks. These could be grouped into three different tiers; the Lo-Caste, expendable workers bred to survive in a particular environment with as little maintenance as possible, the Hi-Caste, bred to fulfill a particular niche within the Solar Empire's system-spanning bureaucracy, and the now-extinct Imperial Caste, or Imperial Clade as there were no subtypes, the undisputed apex of biological human life and hereditary rulers of the empire. Furthermore, a new designation has arisen to account for clades which exist outside these castes, the Un-Caste geneclades.&lt;br /&gt;
&lt;br /&gt;
A note regarding human races:&lt;br /&gt;
&lt;br /&gt;
In the vanilla game, a human reaches full adulthood at 18 years of age. In the Long Night, humans take as long as they do in real life to grow to adulthood, but are not considered children at 13. They reach full adult size at 18. If you conscript a 13 year old into the army or make him work in the mines he'll be the size of an actual 13 year old.&lt;br /&gt;
&lt;br /&gt;
== Lo-Caste ==&lt;br /&gt;
It is widely regarded that normal humans are the stupidest one can make an intelligent being while still keeping them widely useful, and so the Lo-Caste have little in the way of mental modification, for better or worse. They are psychologically normal people just like baseline humanity, with their bodies altered to inhabit various environments in order to cut as much cost as possible on life support and maintenance systems, along with whatever medicine and augmentation might otherwise be required. Due to the majority of the population within the solar system being comprised of the Lo-Caste, many of them have survived the collapse of the Solar Empire and remain the majority population within the Terran Megastructure, even in the face of all manner of adversaries and competition. The simple will to survive and scrappy cunning of these average humans, though they may differ in appearance and ability, seems sufficient to carry them through day after day of the greatest dark age the human race has ever experienced.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Nominally democratic, with powerful martial sects&lt;br /&gt;
:::*'''Crops''': Surface&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Earthclade ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population being notably resistant to disease and toxins as the weak were culled by the harsh environment. Their societies usually exist under the shadow of higher powers but some are influential enough that they exercise a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
=== Seaclade ===&lt;br /&gt;
Humans modified for life underwater, be it the oceans of Earth or Europa. Amphibious due to convenience, most aquatics live near sources of water in the Terran Megastructure, making a living harvesting the artificial seas for their bounty. While most descend from Terran sea-dwellers, a few claim descent from the now-lost colony of the watery moon Europa. Despite odd features like hairlessness and webbed digits, they are considered one of the closest to earthcladers due to their similar proportions.&lt;br /&gt;
&lt;br /&gt;
=== Venusclade ===&lt;br /&gt;
Venus was a harsh planet to colonize, but at the same time one with a unique advantage. Being roughly the same size as earth, normal Terrans could live on it without the damage low gravity might inflict on their bone structure and other biological features, allowing the Venusclade to be manufactured with little deviation from the Terran geneline, though it did develop paler skin and near-albinism due to the nature of Venusian settlements, almost entirely underground and constantly beset by the hideously destructive weather and boiling atmosphere. The hell that was their planet gave rise to a highly collectivist and pragmatic society, with sacrifice, duty, and intermittent cannibalism being the order of the day.&lt;br /&gt;
&lt;br /&gt;
=== Marsclade ===&lt;br /&gt;
The first human geneclade with notably distinct proportions to compensate for Mars's lower gravity, Martians had from the very beginning developed a culture of independence and self-reliance, particularly due to the luck of being birthed to colonize a nearly completely terraformed world, where the air was breathable and the land could be walked without an environment suit. Unfortunately, it was always crippled by reliance on Earth in order to ensure no rebellion could succeed, and when the Solar Empire collapsed and the atmospheric generators began to fail, many fled back to the nascent Terran Megastructure while leaving uncounted millions to an uncertain fate on a dying planet.&lt;br /&gt;
&lt;br /&gt;
=== Lunaclade ===&lt;br /&gt;
Even more unearthly than the Martians, these tall and spindly figures were the middle ground between space-borne and terrestrial human clades, built to colonize moons and planetoids with low but present gravity. Highly reliant on Earth and other planets for resources, they suffered the most out of all the Lo-Caste geneclades when the empire collapsed. Any which still live on their colonies likely suffer immensely under autocratic regimes which count every ounce of biological matter as a precious, irreplaceable resource.&lt;br /&gt;
&lt;br /&gt;
=== Voidclade ===&lt;br /&gt;
The most heavily derived of the Lo-Caste, they are most noted for their hand-like feet, allowing better maneuverability in zero-gravity habitats and space vessels, along with their towering height. In a similar situation as the Lunar geneclades, most remain in orbital habitats, with only a lucky few possessing the reinforcing nanotechne which is all that allows them to tolerate the crushing gravity of Earth.&lt;br /&gt;
&lt;br /&gt;
== Hi-Caste ==&lt;br /&gt;
The Hi-Caste, derived primarily from Terran stock, differs primarily from the Lo-Caste in three ways. Firstly, Hi-Caste were not bred for a specific environment, but rather for a specific profession. They were specific tools of the Empire, answering only to the imperial court rather than any particular celestial body or other settlement. Secondly, unlike the Lo-Caste, Hi-Caste models have extensive mental changes written into them in order to make them better at their particular role. Lastly, Hi-Caste clades can be further divided by their coloration, which rather than the earthy tones of any Lo-Caste clade are all manner of color combinations, their very flesh modified for purely aesthetic purposes in order to represent whichever particular imperial faction that particular group was pledged to serve. But with the Solar Empire collapsed, the Hi-Caste are like a pack of purebred dogs without masters, designed to serve a clade which no longer exists. A fundamental part of their self-identity, both conscious and sub-conscious, was ripped away with the extinction of the Imperial Clade, and as a result many have developed neurotic behaviors on a civilization-wide level.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Autocratic&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Civclade ===&lt;br /&gt;
The Civclade, or Civilian Clade, was bred for the purpose of administration. Polite, refined, bland, and with a sharp mind, the Civclader is the quintessential bureaucrat. Spread across the empire and managing all of it for the benefit of the imperial court, the collapse of Solar Empire in the aftermath of the Second Solar War led to the Civclade arcologies to go into something of a crisis. The majority if not all of Civclade settlements are focused on wrangling other settlements, with carrot or stick, into something resembling a provisional government until Imperial Clade DNA can be found and restored, at which point everything can go back to normal. But of course, with the evolution of biomechanical life and the process of Transcendence, such a thing is highly unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Warclade ===&lt;br /&gt;
The Warclade, or Military Clade, was unsurprisingly bred for the purpose of combat. Ferocious, disciplined, and loyal to a fault, the Warclade for a long time represented the peak of infantry power, cold-hearted supermen who effortlessly dispatched any who would seek to defy the mandates of the Solar Empire. But in the end, the Warclade are still biological humans, with all the limitations that implies. Having fought so long against opponents genetically inferior in the areas of killing, they were unprepared to fight an even or perhaps superior foe in the form of Antinirvanist Posthumanity, and while the war ended in mutual destruction the rise of Immortals has forever relegated the Warclade's existence to one of being obselete. Even so, they are still greatly feared, for Transcendence is a journey few see the end of, but the Warclade juntas need only to breed to increase their numbers, and compared to other biological clades, they remain a fearsome foe indeed. In the absence of their masters they have become conquerers, carving territories of their own in the name of their clan's ambition.&lt;br /&gt;
&lt;br /&gt;
=== Joyclade ===&lt;br /&gt;
Of all the Hi-Caste, perhaps the saddest fate belonged to the Joyclade, or the Courtesan Clade. Like the geishas, jesters, and concubines of old, they served the role of performers and companions, and like the influencers, celebrities, and public personas of the Late Pre-Imperial Era, they were designed as living advertisements and entertainers. What they were not designed for was the collapse of the empire and the fall into barbarism. The pleasure gardens of the Imperial Clade go untended and the Joycladers find themselves subject to the whims of fate by far more brutal and numerous forces. &lt;br /&gt;
&lt;br /&gt;
=== Sciclade ===&lt;br /&gt;
Working quietly away in the background of Hi-Caste society was the Sci-Clade or Scientific Clade, focused on the maintenance and production of the technologies which sustained the empire. Built for production and socially neutered, the scicaste community was happy to be kept out of the spotlight and left to work in silence. In the wake of the Collapse, they cling to life in their technocratic arcologies, continuing to develop new technology for panhuman society.&lt;br /&gt;
&lt;br /&gt;
== Un-Caste ==&lt;br /&gt;
During the Myriad Era, attempts were made to repopulate the Terran Megastructure using creatures derived from human DNA. These grotesque creatures were partially successful, though few take pleasure in the ecosystems they have formed (though they do appreciate the meat they offer). But in a quirk of fate, one particular branch of this artificial evolutionary tree did not stay as mere animals. Rather, they regained sophoncy, much to the chagrin of the rest of humanity, for their time as animals had warped this breed casteless freaks into brutish and violent creatures, and the availability of high technology allowed for them to form technologically-advanced civilizations at a frightening speed. At the beginning of the Long Night, they have become a thorn in the side of near every other civilized force. Rather than being called human, they are collectively classified as &amp;quot;Aberrant&amp;quot; life, and come in many shapes and sizes.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Disorganized tribes&lt;br /&gt;
:::*'''Crops''': Surface&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, Human-derived fauna, implants&lt;br /&gt;
:::*'''Playable''': No&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
Cyborgs are life forms which comprise both nanotechne and biological tissue. Though the cyborg typically thought of when the term is brought up would be a person using technological prosthetics, this section details those who have integrated nanotechne into their very DNA, and thus can pass on their augmentations to their offspring. Though they have many advantages because of this, they are still at least partially human biologically and represent a transitionary state between normal life forms and posthuman ones.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Individual martial sects&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Hereditary Cyborgs ===&lt;br /&gt;
Any organic life form that accumulates a sufficient amount of nanotechne will transform into a hereditary cyborg. A hereditary cyborg is a broad term encompassing all such transfigured individuals. What is most important regarding this is the fact that all hereditary cyborgs, regardless of original species, are compatible with one another and can produce offspring. These pure-blooded hereditary cyborgs can then seek to go even further, and shed their biology entirely. As of the Long Night, hereditary cyborgs are a relatively common sight among the upper crust of most civilizations. They are close enough to pan-humanity that they are not seen too differently than their lessers, but still demonstrably stronger, smarter, and longer-lived, inspiring the ambitions of many to become like them, and to reach even further beyond.&lt;br /&gt;
&lt;br /&gt;
== Uploads ==&lt;br /&gt;
Uploads are human minds copied into conventional machines rather than postbiological bodies. Though one might think this is a form of digital immortality, the unfortunate fact is that conventional machines lack the means to copy a mind without also destroying it. The new mind may think itself the original, but the original person doesn't continue on. Even so, during the chaos of the Myriad era enough were desperate to preserve some semblance of themselves or humanity that they underwent the uploading process, a science deemed taboo during the genetically-focused Imperial era. The descendants of those first uploads have continued to evolve and diversify. That said, their bodies are still made of conventional machinery rather than nanotechne, and as a result cannot reliably self-repair and self-upgrade in the way postbiological life forms can. While unable to transcend into postbiological life forms, uploads can still use nanotechne to gain new Programs. In addition, uploads can transfer their minds into new purpose-built bodies.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Nominally democratic, with powerful martial sects&lt;br /&gt;
:::*'''Crops''': Surface&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Humanoid Uploads ===&lt;br /&gt;
Humanoid uploads are the baseline for uploads, existing in a spindly mechanical chassis. They have a basic humanoid plan, a cost-efficient model designed to exist easily within and out of pan-human society.&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Uploads ===&lt;br /&gt;
Uploads can transfer their minds into bulky mechanical bodies with a huge mech-like body plan, although they still require armor. On the light end, vehicular uploads bridge the gap between citizen and vehicle, while gigantic ultraheavy uploads dwarf the rest of panhumanity with their massive mech bodies, capable of fighting some of the most dangerous threats of the megastructure.&lt;br /&gt;
&lt;br /&gt;
=== Hyperalloy Uploads ===&lt;br /&gt;
Uploads that desire to attain the same heights as biological humans can reach their own model of transcendence, building on their rigid mechanical bodies to obtain a more powerful form: an advanced mechanical chassis using hyperalloy plating and artificial muscles to replicate the power of postbiological tissues. Hyperalloy uploads come in humanoid as well as vehicular variants, and possess a form-fitting armored carapace of far greater craftsmanship than a typical minimalist upload body.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Individual martial sects&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
&lt;br /&gt;
Posthumans, in the context of the current era, are life forms which are comprised entirely of hypertechnological synthetic tissue and nanotechne. These clades are considerably more durable, both against direct damage and the elements, along with having greater learning capabilities and an effectively unlimited lifespan unless brought down in combat. However, reaching this state is very difficult, requiring one to already be a hereditary cyborg, so it is only just now that a significant number of new posthuman life forms are beginning to emerge.&lt;br /&gt;
&lt;br /&gt;
The key features of posthumanity are that they combine the strengths of biology and machinery through the use of nanotechne's nature as programmable matter. Capable of growth, reproduction, and self-repair like a living being, and possessed of the calculative power and durable body of a computer, they exist on a level beyond conventional androids or living organisms. However, this new form of life is wildly unstable and can easily become an uncontrollable danger for the unprepared, causing many to consider it a sign of the eventual collapse of human society. Posthumans can be divided into two main classifications, and further divided into High-Density and Low-Density on the individual level, representing high and low concentrations of nanotechne making up their bodies.&lt;br /&gt;
&lt;br /&gt;
Posthumans come in three main types; High Density, Low Density, and Thralls. High Density posthumans, also called ascended posthumans, have a self-repairing nanotechne carapace which grants additional defensive capability and physical enhancement, and are the strongest variety. Low-density posthumans retain the advantages of postbiological life forms, but lack a carapace. They are more vulnerable to attack and rely more on tools and armor, and are more likely to live in a relatively normal way due to their need to rely on others to survive. The last kind, thralls, are unique to the Outer Pattern, and are a servant caste designed by true posthumans to serve them, as without them Outer Pattern society could not function.&lt;br /&gt;
&lt;br /&gt;
=== Inner Patterns ===&lt;br /&gt;
Inner pattern posthumans are humans which are psychologically normal. That is, they are identical to baseline humans in potential behavior, differentiated only by enhanced physical and mental prowess in addition to psychological quirks which may arise from their nature as immortal beings. Within Pan-Human society, the Inner Patterns exist as the upper class. Be they civilian or military, simply by virtue of their long lives they can accrue wealth and wisdom in a way a normal human never could, and Transcendence allows for that influence to be augmented by personal martial might. Though they cannot fight an army by themselves (yet), they represent powerful force multipliers for human forces. Even the richest biological merchant or connected governor is ultimately a fleeting spectacle by comparison.&lt;br /&gt;
&lt;br /&gt;
For most, the Inner Pattern of posthumanity is a rare and mysterious thing. Many consider hereditary cyborgs to be dangerous enough already, to go a step further can get one associated with less benevolent branches of the pan-human family. That said, should one reach this level as a Transcendant being, respect is paid anyway. Those who are born posthuman are given less of a free ride.&lt;br /&gt;
&lt;br /&gt;
==== Anthropic ====&lt;br /&gt;
&amp;quot;Anthropic&amp;quot; posthumans are exactly that, normal human size, shape, and mind, though on closer inspection their postbiological nature is readily apparent. Originating from uploaded and cyberized humans, there are a few scattered independent complexes comprised of low-level Anthropics across the megastructure, though even with their strength they rarely last for very long. Most entrench themselves within the more populous pan-human cities, making themselves invaluable in all sorts of applications and consolidating their power base.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Individual martial sects&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Outer Patterns ===&lt;br /&gt;
The Outer Patterns are posthumans which have diverged psychologically from humanity in a way that is consistent across the entirety of their culture, or are otherwise distant from humanity in some way while still being descended from human minds in some way, and often form their own societies rather than existing as a part of conventional pan-human culture. Outer Pattern posthumans descend from the rebel faction of the Second Solar War, waged against the Solar Empire and ultimately destroying it. Their methods of transcendence were crude, brutal, and multigenerational, and over time they lost control of the very processes that made them, drifting further and further from baseline humanity into unthinking solipsistic monsters that consumed everything around them. Terrified of the road they were going down, the Outer Patterns fragmented into innumerable smaller factions seeking to stave off what had come to be called Hyperpredatory Personality Cascade Syndrome, developing multiple ways to avoid ego death.&lt;br /&gt;
&lt;br /&gt;
Outer Pattern posthumans are significantly diverged from human baseline psychology. The clearest indicator, beyond physical appearance, is the total lack of communal tendency. Fear of judgement, or the need for validation from others, are things which do not exist in the Outer Pattern psychology. Any emotional responses are entirely derived from the self. Any guilt one would feel is due to the violation of their own self-imposed moral code, if they have one. Any pleasure one would feel from another's company is an indulgence for one's own benefit. All actions, and goals, are fundamentally selfish, even if they do not seem so at first. In a perfect world, there would be a far greater variance in personality due to this. But due to the pressures which shaped the Outer Pattern, the war against the Solar Empire, many carry the calculating and savage tendencies which were what allowed them to survive. &lt;br /&gt;
&lt;br /&gt;
==== Neo-Anthropic ====&lt;br /&gt;
Neo-Anthropic posthumans are said to be the ones closest to normal humans. They have retained human facial structures and bodies, and have emotions which are relatable to normal humans. However, this is tempered by the excessive egoism of their clade. Neo-Anthropics, rather than tamping down their emotions, seek to be led by them. They serve their personal passions alone, which can range from pleasure and power to more abstract pursuits, though even these are often achieved through the means of violence. As a result, they have difficulty truly uniting into a political force, and are most often simply loose associations of likeminded individuals, gathering in particular territories for the sake of mutual benefit but primarily focused on their own agendas. Ranging from warlords to bandits to mercenaries, they can be found wandering anywhere in the megastructure.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Pact unions&lt;br /&gt;
:::*'''Crops''': None&lt;br /&gt;
:::*'''Domestic animals''': Postfauna, sub-anthropic posthumans, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
==== Ex-Anthropic ====&lt;br /&gt;
Ex-Anthropics reject the human condition entirely, or at least seek to sublimate and control it. Unlike their Neo-Anthropic peers, the Ex-Anthropics have not lost the unity they shared during the war against the Solar Empire. Rather than retaining their ego through emotional pursuit, the Ex-Anthropics are motivated by instinct and logic. Rational, but through a predatory lens, focused towards survival and power alone rather than the countless irrational hungers of Neo-Anthropy. As a result, Ex-Anthropics can form large, unified organizations should a powerful enough leader emerge, and represent a significant threat to large portions of the megastructure's inhabitants. While some go their own way, Ex-Anthropics exist in the minds of most pan-humans as a united 'other' which stands opposed to all other civilizations of the megastructure.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Pact unions&lt;br /&gt;
:::*'''Crops''': None&lt;br /&gt;
:::*'''Domestic animals''': Hyperpredators&lt;br /&gt;
:::*'''Playable''': No&lt;br /&gt;
&lt;br /&gt;
==== Sub-Anthropic ====&lt;br /&gt;
Sub-Anthropics only barely avoided succumbing to HPCS, leaving their minds fragmented and bodies warped. Effectively starting from scratch, Sub-Anthropic societies are not dissimilar to biological Un-Caste tribes, though far more formidable at the individual level. Through brute strength and primitive cunning they have carved out a niche as a raiders and marauders, particularly in the lower levels of the megastructure, where they come into conflict with upload enclaves on a regular basis. That said, they can still be reasoned with, and their feral tendencies channeled toward productive ends, such as the dismemberment of opposing forces. Of course, the risk of a Hyperpredatory Cascade is always on the table as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Deva&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=292704</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=292704"/>
		<updated>2023-03-28T01:52:10Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Add info on each civ's mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. The Solar Empire, with its peerless knowledge of the human genome, could easily engineer various strains of human to fulfill specific tasks. These could be grouped into three different tiers; the Lo-Caste, expendable workers bred to survive in a particular environment with as little maintenance as possible, the Hi-Caste, bred to fulfill a particular niche within the Solar Empire's system-spanning bureaucracy, and the now-extinct Imperial Caste, or Imperial Clade as there were no subtypes, the undisputed apex of biological human life and hereditary rulers of the empire. Furthermore, a new designation has arisen to account for clades which exist outside these castes, the Un-Caste geneclades.&lt;br /&gt;
&lt;br /&gt;
A note regarding human races:&lt;br /&gt;
&lt;br /&gt;
In the vanilla game, a human reaches full adulthood at 18 years of age. In the Long Night, humans take as long as they do in real life to grow to adulthood, but are not considered children at 13. They reach full adult size at 18. If you conscript a 13 year old into the army or make him work in the mines he'll be the size of an actual 13 year old.&lt;br /&gt;
&lt;br /&gt;
== Lo-Caste ==&lt;br /&gt;
It is widely regarded that normal humans are the stupidest one can make an intelligent being while still keeping them widely useful, and so the Lo-Caste have little in the way of mental modification, for better or worse. They are psychologically normal people just like baseline humanity, with their bodies altered to inhabit various environments in order to cut as much cost as possible on life support and maintenance systems, along with whatever medicine and augmentation might otherwise be required. Due to the majority of the population within the solar system being comprised of the Lo-Caste, many of them have survived the collapse of the Solar Empire and remain the majority population within the Terran Megastructure, even in the face of all manner of adversaries and competition. The simple will to survive and scrappy cunning of these average humans, though they may differ in appearance and ability, seems sufficient to carry them through day after day of the greatest dark age the human race has ever experienced.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Nominally democratic, with powerful martial sects&lt;br /&gt;
:::*'''Crops''': Surface&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Earthclade ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population being notably resistant to disease and toxins as the weak were culled by the harsh environment. Their societies usually exist under the shadow of higher powers but some are influential enough that they exercise a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
=== Seaclade ===&lt;br /&gt;
Humans modified for life underwater, be it the oceans of Earth or Europa. Amphibious due to convenience, most aquatics live near sources of water in the Terran Megastructure, making a living harvesting the artificial seas for their bounty. While most descend from Terran sea-dwellers, a few claim descent from the now-lost colony of the watery moon Europa. Despite odd features like hairlessness and webbed digits, they are considered one of the closest to earthcladers due to their similar proportions.&lt;br /&gt;
&lt;br /&gt;
=== Venusclade ===&lt;br /&gt;
Venus was a harsh planet to colonize, but at the same time one with a unique advantage. Being roughly the same size as earth, normal Terrans could live on it without the damage low gravity might inflict on their bone structure and other biological features, allowing the Venusclade to be manufactured with little deviation from the Terran geneline, though it did develop paler skin and near-albinism due to the nature of Venusian settlements, almost entirely underground and constantly beset by the hideously destructive weather and boiling atmosphere. The hell that was their planet gave rise to a highly collectivist and pragmatic society, with sacrifice, duty, and intermittent cannibalism being the order of the day.&lt;br /&gt;
&lt;br /&gt;
=== Marsclade ===&lt;br /&gt;
The first human geneclade with notably distinct proportions to compensate for Mars's lower gravity, Martians had from the very beginning developed a culture of independence and self-reliance, particularly due to the luck of being birthed to colonize a nearly completely terraformed world, where the air was breathable and the land could be walked without an environment suit. Unfortunately, it was always crippled by reliance on Earth in order to ensure no rebellion could succeed, and when the Solar Empire collapsed and the atmospheric generators began to fail, many fled back to the nascent Terran Megastructure while leaving uncounted millions to an uncertain fate on a dying planet.&lt;br /&gt;
&lt;br /&gt;
=== Lunaclade ===&lt;br /&gt;
Even more unearthly than the Martians, these tall and spindly figures were the middle ground between space-borne and terrestrial human clades, built to colonize moons and planetoids with low but present gravity. Highly reliant on Earth and other planets for resources, they suffered the most out of all the Lo-Caste geneclades when the empire collapsed. Any which still live on their colonies likely suffer immensely under autocratic regimes which count every ounce of biological matter as a precious, irreplaceable resource.&lt;br /&gt;
&lt;br /&gt;
=== Voidclade ===&lt;br /&gt;
The most heavily derived of the Lo-Caste, they are most noted for their hand-like feet, allowing better maneuverability in zero-gravity habitats and space vessels, along with their towering height. In a similar situation as the Lunar geneclades, most remain in orbital habitats, with only a lucky few possessing the reinforcing nanotechne which is all that allows them to tolerate the crushing gravity of Earth.&lt;br /&gt;
&lt;br /&gt;
== Hi-Caste ==&lt;br /&gt;
The Hi-Caste, derived primarily from Terran stock, differs primarily from the Lo-Caste in three ways. Firstly, Hi-Caste were not bred for a specific environment, but rather for a specific profession. They were specific tools of the Empire, answering only to the imperial court rather than any particular celestial body or other settlement. Secondly, unlike the Lo-Caste, Hi-Caste models have extensive mental changes written into them in order to make them better at their particular role. Lastly, Hi-Caste clades can be further divided by their coloration, which rather than the earthy tones of any Lo-Caste clade are all manner of color combinations, their very flesh modified for purely aesthetic purposes in order to represent whichever particular imperial faction that particular group was pledged to serve. But with the Solar Empire collapsed, the Hi-Caste are like a pack of purebred dogs without masters, designed to serve a clade which no longer exists. A fundamental part of their self-identity, both conscious and sub-conscious, was ripped away with the extinction of the Imperial Clade, and as a result many have developed neurotic behaviors on a civilization-wide level.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Autocratic&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Civclade ===&lt;br /&gt;
The Civclade, or Civilian Clade, was bred for the purpose of administration. Polite, refined, bland, and with a sharp mind, the Civclader is the quintessential bureaucrat. Spread across the empire and managing all of it for the benefit of the imperial court, the collapse of Solar Empire in the aftermath of the Second Solar War led to the Civclade arcologies to go into something of a crisis. The majority if not all of Civclade settlements are focused on wrangling other settlements, with carrot or stick, into something resembling a provisional government until Imperial Clade DNA can be found and restored, at which point everything can go back to normal. But of course, with the evolution of biomechanical life and the process of Transcendence, such a thing is highly unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Warclade ===&lt;br /&gt;
The Warclade, or Military Clade, was unsurprisingly bred for the purpose of combat. Ferocious, disciplined, and loyal to a fault, the Warclade for a long time represented the peak of infantry power, cold-hearted supermen who effortlessly dispatched any who would seek to defy the mandates of the Solar Empire. But in the end, the Warclade are still biological humans, with all the limitations that implies. Having fought so long against opponents genetically inferior in the areas of killing, they were unprepared to fight an even or perhaps superior foe in the form of Antinirvanist Posthumanity, and while the war ended in mutual destruction the rise of Immortals has forever relegated the Warclade's existence to one of being obselete. Even so, they are still greatly feared, for Transcendence is a journey few see the end of, but the Warclade juntas need only to breed to increase their numbers, and compared to other biological clades, they remain a fearsome foe indeed. In the absence of their masters they have become conquerers, carving territories of their own in the name of their clan's ambition.&lt;br /&gt;
&lt;br /&gt;
=== Joyclade ===&lt;br /&gt;
Of all the Hi-Caste, perhaps the saddest fate belonged to the Joyclade, or the Courtesan Clade. Like the geishas, jesters, and concubines of old, they served the role of performers and companions, and like the influencers, celebrities, and public personas of the Late Pre-Imperial Era, they were designed as living advertisements and entertainers. What they were not designed for was the collapse of the empire and the fall into barbarism. The pleasure gardens of the Imperial Clade go untended and the Joycladers find themselves subject to the whims of fate by far more brutal and numerous forces. &lt;br /&gt;
&lt;br /&gt;
=== Sciclade ===&lt;br /&gt;
Working quietly away in the background of Hi-Caste society was the Sci-Clade or Scientific Clade, focused on the maintenance and production of the technologies which sustained the empire. Built for production and socially neutered, the scicaste community was happy to be kept out of the spotlight and left to work in silence. In the wake of the Collapse, they cling to life in their technocratic arcologies, continuing to develop new technology for panhuman society.&lt;br /&gt;
&lt;br /&gt;
== Un-Caste ==&lt;br /&gt;
During the Myriad Era, attempts were made to repopulate the Terran Megastructure using creatures derived from human DNA. These grotesque creatures were partially successful, though few take pleasure in the ecosystems they have formed (though they do appreciate the meat they offer). But in a quirk of fate, one particular branch of this artificial evolutionary tree did not stay as mere animals. Rather, they regained sophoncy, much to the chagrin of the rest of humanity, for their time as animals had warped this breed casteless freaks into brutish and violent creatures, and the availability of high technology allowed for them to form technologically-advanced civilizations at a frightening speed. At the beginning of the Long Night, they have become a thorn in the side of near every other civilized force. Rather than being called human, they are collectively classified as &amp;quot;Aberrant&amp;quot; life, and come in many shapes and sizes.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Disorganized tribes&lt;br /&gt;
:::*'''Crops''': Surface&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, Human-derived fauna, implants&lt;br /&gt;
:::*'''Playable''': No&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
Cyborgs are life forms which comprise both nanotechne and biological tissue. Though the cyborg typically thought of when the term is brought up would be a person using technological prosthetics, this section details those who have integrated nanotechne into their very DNA, and thus can pass on their augmentations to their offspring. Though they have many advantages because of this, they are still at least partially human biologically and represent a transitionary state between normal life forms and posthuman ones.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Individual martial sects&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Hereditary Cyborgs ===&lt;br /&gt;
Any organic life form that accumulates a sufficient amount of nanotechne will transform into a hereditary cyborg. A hereditary cyborg is a broad term encompassing all such transfigured individuals. What is most important regarding this is the fact that all hereditary cyborgs, regardless of original species, are compatible with one another and can produce offspring. These pure-blooded hereditary cyborgs can then seek to go even further, and shed their biology entirely. As of the Long Night, hereditary cyborgs are a relatively common sight among the upper crust of most civilizations. They are close enough to pan-humanity that they are not seen too differently than their lessers, but still demonstrably stronger, smarter, and longer-lived, inspiring the ambitions of many to become like them, and to reach even further beyond.&lt;br /&gt;
&lt;br /&gt;
== Uploads ==&lt;br /&gt;
Uploads are human minds copied into conventional machines rather than postbiological bodies. Though one might think this is a form of digital immortality, the unfortunate fact is that conventional machines lack the means to copy a mind without also destroying it. The new mind may think itself the original, but the original person doesn't continue on. Even so, during the chaos of the Myriad era enough were desperate to preserve some semblance of themselves or humanity that they underwent the uploading process, a science deemed taboo during the genetically-focused Imperial era. The descendants of those first uploads have continued to evolve and diversify. That said, their bodies are still made of conventional machinery rather than nanotechne, and as a result cannot reliably self-repair and self-upgrade in the way postbiological life forms can. While unable to transcend into postbiological life forms, uploads can still use nanotechne to gain new Programs. In addition, uploads can transfer their minds into new purpose-built bodies.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Nominally democratic, with powerful martial sects&lt;br /&gt;
:::*'''Crops''': Surface&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Humanoid Uploads ===&lt;br /&gt;
Humanoid uploads are the baseline for uploads, existing in a spindly mechanical chassis. They have a basic humanoid plan, a cost-efficient model designed to exist easily within and out of pan-human society.&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Uploads ===&lt;br /&gt;
Uploads can transfer their minds into bulky mechanical bodies with a huge mech-like body plan, although they still require armor. On the light end, vehicular uploads bridge the gap between citizen and vehicle, while gigantic ultraheavy uploads dwarf the rest of panhumanity with their massive mech bodies, capable of fighting some of the most dangerous threats of the megastructure.&lt;br /&gt;
&lt;br /&gt;
=== Hyperalloy Uploads ===&lt;br /&gt;
In addition to mundane alloy bodies, uploads that desire to attain the same heights as biological humans can reach their own model of transcendence, building on their rigid mechanical bodies to obtain a more powerful form: an advanced mechanical chassis using hyperalloy plating and artificial muscles to replicate the power of postbiological tissues. Hyperalloy uploads come in humanoid as well as vehicular variants, and possess a form-fitting armored carapace of far greater craftsmanship than a typical minimalist upload body.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Individual martial sects&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
&lt;br /&gt;
Posthumans, in the context of the current era, are life forms which are comprised entirely of hypertechnological synthetic tissue and nanotechne. These clades are considerably more durable, both against direct damage and the elements, along with having greater learning capabilities and an effectively unlimited lifespan unless brought down in combat. However, reaching this state is very difficult, requiring one to already be a hereditary cyborg, so it is only just now that a significant number of new posthuman life forms are beginning to emerge.&lt;br /&gt;
&lt;br /&gt;
The key features of posthumanity are that they combine the strengths of biology and machinery through the use of nanotechne's nature as programmable matter. Capable of growth, reproduction, and self-repair like a living being, and possessed of the calculative power and durable body of a computer, they exist on a level beyond conventional androids or living organisms. However, this new form of life is wildly unstable and can easily become an uncontrollable danger for the unprepared, causing many to consider it a sign of the eventual collapse of human society. Posthumans can be divided into two main classifications, and further divided into High-Density and Low-Density on the individual level, representing high and low concentrations of nanotechne making up their bodies.&lt;br /&gt;
&lt;br /&gt;
Posthumans come in three main types; High Density, Low Density, and Thralls. High Density posthumans, also called ascended posthumans, have a self-repairing nanotechne carapace which grants additional defensive capability and physical enhancement, and are the strongest variety. Low-density posthumans retain the advantages of postbiological life forms, but lack a carapace. They are more vulnerable to attack and rely more on tools and armor, and are more likely to live in a relatively normal way due to their need to rely on others to survive. The last kind, thralls, are unique to the Outer Pattern, and are a servant caste designed by true posthumans to serve them, as without them Outer Pattern society could not function.&lt;br /&gt;
&lt;br /&gt;
=== Inner Patterns ===&lt;br /&gt;
Inner pattern posthumans are humans which are psychologically normal. That is, they are identical to baseline humans in potential behavior, differentiated only by enhanced physical and mental prowess in addition to psychological quirks which may arise from their nature as immortal beings. Within Pan-Human society, the Inner Patterns exist as the upper class. Be they civilian or military, simply by virtue of their long lives they can accrue wealth and wisdom in a way a normal human never could, and Transcendence allows for that influence to be augmented by personal martial might. Though they cannot fight an army by themselves (yet), they represent powerful force multipliers for human forces. Even the richest biological merchant or connected governor is ultimately a fleeting spectacle by comparison.&lt;br /&gt;
&lt;br /&gt;
For most, the Inner Pattern of posthumanity is a rare and mysterious thing. Many consider hereditary cyborgs to be dangerous enough already, to go a step further can get one associated with less benevolent branches of the pan-human family. That said, should one reach this level as a Transcendant being, respect is paid anyway. Those who are born posthuman are given less of a free ride.&lt;br /&gt;
&lt;br /&gt;
==== Anthropic ====&lt;br /&gt;
&amp;quot;Anthropic&amp;quot; posthumans are exactly that, normal human size, shape, and mind, though on closer inspection their postbiological nature is readily apparent. Originating from uploaded and cyberized humans, there are a few scattered independent complexes comprised of low-level Anthropics across the megastructure, though even with their strength they rarely last for very long. Most entrench themselves within the more populous pan-human cities, making themselves invaluable in all sorts of applications and consolidating their power base.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Individual martial sects&lt;br /&gt;
:::*'''Crops''': Subterranean (hydroponic)&lt;br /&gt;
:::*'''Domestic animals''': Domestic livestock, biomechanicals, drones, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
=== Outer Patterns ===&lt;br /&gt;
The Outer Patterns are posthumans which have diverged psychologically from humanity in a way that is consistent across the entirety of their culture, or are otherwise distant from humanity in some way while still being descended from human minds in some way, and often form their own societies rather than existing as a part of conventional pan-human culture. Outer Pattern posthumans descend from the rebel faction of the Second Solar War, waged against the Solar Empire and ultimately destroying it. Their methods of transcendence were crude, brutal, and multigenerational, and over time they lost control of the very processes that made them, drifting further and further from baseline humanity into unthinking solipsistic monsters that consumed everything around them. Terrified of the road they were going down, the Outer Patterns fragmented into innumerable smaller factions seeking to stave off what had come to be called Hyperpredatory Personality Cascade Syndrome, developing multiple ways to avoid ego death.&lt;br /&gt;
&lt;br /&gt;
Outer Pattern posthumans are significantly diverged from human baseline psychology. The clearest indicator, beyond physical appearance, is the total lack of communal tendency. Fear of judgement, or the need for validation from others, are things which do not exist in the Outer Pattern psychology. Any emotional responses are entirely derived from the self. Any guilt one would feel is due to the violation of their own self-imposed moral code, if they have one. Any pleasure one would feel from another's company is an indulgence for one's own benefit. All actions, and goals, are fundamentally selfish, even if they do not seem so at first. In a perfect world, there would be a far greater variance in personality due to this. But due to the pressures which shaped the Outer Pattern, the war against the Solar Empire, many carry the calculating and savage tendencies which were what allowed them to survive. &lt;br /&gt;
&lt;br /&gt;
==== Neo-Anthropic ====&lt;br /&gt;
Neo-Anthropic posthumans are said to be the ones closest to normal humans. They have retained human facial structures and bodies, and have emotions which are relatable to normal humans. However, this is tempered by the excessive egoism of their clade. Neo-Anthropics, rather than tamping down their emotions, seek to be led by them. They serve their personal passions alone, which can range from pleasure and power to more abstract pursuits, though even these are often achieved through the means of violence. As a result, they have difficulty truly uniting into a political force, and are most often simply loose associations of likeminded individuals, gathering in particular territories for the sake of mutual benefit but primarily focused on their own agendas. Ranging from warlords to bandits to mercenaries, they can be found wandering anywhere in the megastructure.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Pact unions&lt;br /&gt;
:::*'''Crops''': None&lt;br /&gt;
:::*'''Domestic animals''': Postfauna, sub-anthropic posthumans, implants&lt;br /&gt;
:::*'''Playable''': Yes&lt;br /&gt;
&lt;br /&gt;
==== Ex-Anthropic ====&lt;br /&gt;
Ex-Anthropics reject the human condition entirely, or at least seek to sublimate and control it. Unlike their Neo-Anthropic peers, the Ex-Anthropics have not lost the unity they shared during the war against the Solar Empire. Rather than retaining their ego through emotional pursuit, the Ex-Anthropics are motivated by instinct and logic. Rational, but through a predatory lens, focused towards survival and power alone rather than the countless irrational hungers of Neo-Anthropy. As a result, Ex-Anthropics can form large, unified organizations should a powerful enough leader emerge, and represent a significant threat to large portions of the megastructure's inhabitants. While some go their own way, Ex-Anthropics exist in the minds of most pan-humans as a united 'other' which stands opposed to all other civilizations of the megastructure.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Pact unions&lt;br /&gt;
:::*'''Crops''': None&lt;br /&gt;
:::*'''Domestic animals''': Hyperpredators&lt;br /&gt;
:::*'''Playable''': No&lt;br /&gt;
&lt;br /&gt;
==== Sub-Anthropic ====&lt;br /&gt;
Sub-Anthropics only barely avoided succumbing to HPCS, leaving their minds fragmented and bodies warped. Effectively starting from scratch, Sub-Anthropic societies are not dissimilar to biological Un-Caste tribes, though far more formidable at the individual level. Through brute strength and primitive cunning they have carved out a niche as a raiders and marauders, particularly in the lower levels of the megastructure, where they come into conflict with upload enclaves on a regular basis. That said, they can still be reasoned with, and their feral tendencies channeled toward productive ends, such as the dismemberment of opposing forces. Of course, the risk of a Hyperpredatory Cascade is always on the table as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Deva&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=292703</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=292703"/>
		<updated>2023-03-28T01:30:15Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Initial update pass for Beta 4.41&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated to 4.41&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. The Solar Empire, with its peerless knowledge of the human genome, could easily engineer various strains of human to fulfill specific tasks. These could be grouped into three different tiers; the Lo-Caste, expendable workers bred to survive in a particular environment with as little maintenance as possible, the Hi-Caste, bred to fulfill a particular niche within the Solar Empire's system-spanning bureaucracy, and the now-extinct Imperial Caste, or Imperial Clade as there were no subtypes, the undisputed apex of biological human life and hereditary rulers of the empire. Furthermore, a new designation has arisen to account for clades which exist outside these castes, the Un-Caste geneclades.&lt;br /&gt;
&lt;br /&gt;
A note regarding human races:&lt;br /&gt;
&lt;br /&gt;
In the vanilla game, a human reaches full adulthood at 13 years of age. In the Long Night, humans take as long as they do in real life to grow to adulthood, but are not considered children at 13. They reach full adult size at 18. If you conscript a 13 year old into the army or make him work in the mines he'll be the size of an actual 13 year old.&lt;br /&gt;
&lt;br /&gt;
== Lo-Caste ==&lt;br /&gt;
It is widely regarded that normal humans are the stupidest one can make an intelligent being while still keeping them widely useful, and so the Lo-Caste have little in the way of mental modification, for better or worse. They are psychologically normal people just like baseline humanity, with their bodies altered to inhabit various environments in order to cut as much cost as possible on life support and maintenance systems, along with whatever medicine and augmentation might otherwise be required. Due to the majority of the population within the solar system being comprised of the Lo-Caste, many of them have survived the collapse of the Solar Empire and remain the majority population within the Terran Megastructure, even in the face of all manner of adversaries and competition. The simple will to survive and scrappy cunning of these average humans, though they may differ in appearance and ability, seems sufficient to carry them through day after day of the greatest dark age the human race has ever experienced.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Martial sects&lt;br /&gt;
&lt;br /&gt;
=== Earthclade ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population being notably resistant to disease and toxins as the weak were culled by the harsh environment. Their societies usually exist under the shadow of higher powers but some are influential enough that they exercise a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
=== Seaclade ===&lt;br /&gt;
Humans modified for life underwater, be it the oceans of Earth or Europa. Amphibious due to convenience, most aquatics live near sources of water in the Terran Megastructure, making a living harvesting the artificial seas for their bounty. While most descend from Terran sea-dwellers, a few claim descent from the now-lost colony of the watery moon Europa. Despite odd features like hairlessness and webbed digits, they are considered one of the closest to earthcladers due to their similar proportions.&lt;br /&gt;
&lt;br /&gt;
=== Venusclade ===&lt;br /&gt;
Venus was a harsh planet to colonize, but at the same time one with a unique advantage. Being roughly the same size as earth, normal Terrans could live on it without the damage low gravity might inflict on their bone structure and other biological features, allowing the Venusclade to be manufactured with little deviation from the Terran geneline, though it did develop paler skin and near-albinism due to the nature of Venusian settlements, almost entirely underground and constantly beset by the hideously destructive weather and boiling atmosphere. The hell that was their planet gave rise to a highly collectivist and pragmatic society, with sacrifice, duty, and intermittent cannibalism being the order of the day.&lt;br /&gt;
&lt;br /&gt;
=== Marsclade ===&lt;br /&gt;
The first human geneclade with notably distinct proportions to compensate for Mars's lower gravity, Martians had from the very beginning developed a culture of independence and self-reliance, particularly due to the luck of being birthed to colonize a nearly completely terraformed world, where the air was breathable and the land could be walked without an environment suit. Unfortunately, it was always crippled by reliance on Earth in order to ensure no rebellion could succeed, and when the Solar Empire collapsed and the atmospheric generators began to fail, many fled back to the nascent Terran Megastructure while leaving uncounted millions to an uncertain fate on a dying planet.&lt;br /&gt;
&lt;br /&gt;
=== Lunaclade ===&lt;br /&gt;
Even more unearthly than the Martians, these tall and spindly figures were the middle ground between space-borne and terrestrial human clades, built to colonize moons and planetoids with low but present gravity. Highly reliant on Earth and other planets for resources, they suffered the most out of all the Lo-Caste geneclades when the empire collapsed. Any which still live on their colonies likely suffer immensely under autocratic regimes which count every ounce of biological matter as a precious, irreplaceable resource.&lt;br /&gt;
&lt;br /&gt;
=== Voidclade ===&lt;br /&gt;
The most heavily derived of the Lo-Caste, they are most noted for their hand-like feet, allowing better maneuverability in zero-gravity habitats and space vessels, along with their towering height. In a similar situation as the Lunar geneclades, most remain in orbital habitats, with only a lucky few possessing the reinforcing nanotechne which is all that allows them to tolerate the crushing gravity of Earth.&lt;br /&gt;
&lt;br /&gt;
== Hi-Caste ==&lt;br /&gt;
The Hi-Caste, derived primarily from Terran stock, differs primarily from the Lo-Caste in three ways. Firstly, Hi-Caste were not bred for a specific environment, but rather for a specific profession. They were specific tools of the Empire, answering only to the imperial court rather than any particular celestial body or other settlement. Secondly, unlike the Lo-Caste, Hi-Caste models have extensive mental changes written into them in order to make them better at their particular role. Lastly, Hi-Caste clades can be further divided by their coloration, which rather than the earthy tones of any Lo-Caste clade are all manner of color combinations, their very flesh modified for purely aesthetic purposes in order to represent whichever particular imperial faction that particular group was pledged to serve. But with the Solar Empire collapsed, the Hi-Caste are like a pack of purebred dogs without masters, designed to serve a clade which no longer exists. A fundamental part of their self-identity, both conscious and sub-conscious, was ripped away with the extinction of the Imperial Clade, and as a result many have developed neurotic behaviors on a civilization-wide level.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government''': Imperial Provisional Government&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
:::*'''Plants''': Hydroponic (subterranean)&lt;br /&gt;
&lt;br /&gt;
=== Civclade ===&lt;br /&gt;
The Civclade, or Civilian Clade, was bred for the purpose of administration. Polite, refined, bland, and with a sharp mind, the Civclader is the quintessential bureaucrat. Spread across the empire and managing all of it for the benefit of the imperial court, the collapse of Solar Empire in the aftermath of the Second Solar War led to the Civclade arcologies to go into something of a crisis. The majority if not all of Civclade settlements are focused on wrangling other settlements, with carrot or stick, into something resembling a provisional government until Imperial Clade DNA can be found and restored, at which point everything can go back to normal. But of course, with the evolution of biomechanical life and the process of Transcendence, such a thing is highly unlikely.&lt;br /&gt;
&lt;br /&gt;
=== Warclade ===&lt;br /&gt;
The Warclade, or Military Clade, was unsurprisingly bred for the purpose of combat. Ferocious, disciplined, and loyal to a fault, the Warclade for a long time represented the peak of infantry power, cold-hearted supermen who effortlessly dispatched any who would seek to defy the mandates of the Solar Empire. But in the end, the Warclade are still biological humans, with all the limitations that implies. Having fought so long against opponents genetically inferior in the areas of killing, they were unprepared to fight an even or perhaps superior foe in the form of Antinirvanist Posthumanity, and while the war ended in mutual destruction the rise of Immortals has forever relegated the Warclade's existence to one of being obselete. Even so, they are still greatly feared, for Transcendence is a journey few see the end of, but the Warclade juntas need only to breed to increase their numbers, and compared to other biological clades, they remain a fearsome foe indeed. In the absence of their masters they have become conquerers, carving territories of their own in the name of their clan's ambition.&lt;br /&gt;
&lt;br /&gt;
=== Joyclade ===&lt;br /&gt;
Of all the Hi-Caste, perhaps the saddest fate belonged to the Joyclade, or the Courtesan Clade. Like the geishas, jesters, and concubines of old, they served the role of performers and companions, and like the influencers, celebrities, and public personas of the Late Pre-Imperial Era, they were designed as living advertisements and entertainers. What they were not designed for was the collapse of the empire and the fall into barbarism. The pleasure gardens of the Imperial Clade go untended and the Joycladers find themselves subject to the whims of fate by far more brutal and numerous forces. &lt;br /&gt;
&lt;br /&gt;
=== Sciclade ===&lt;br /&gt;
Working quietly away in the background of Hi-Caste society was the Sci-Clade or Scientific Clade, focused on the maintenance and production of the technologies which sustained the empire. Built for production and socially neutered, the scicaste community was happy to be kept out of the spotlight and left to work in silence. In the wake of the Collapse, they cling to life in their technocratic arcologies, continuing to develop new technology for panhuman society.&lt;br /&gt;
&lt;br /&gt;
== Un-Caste ==&lt;br /&gt;
During the Myriad Era, attempts were made to repopulate the Terran Megastructure using creatures derived from human DNA. These grotesque creatures were partially successful, though few take pleasure in the ecosystems they have formed (though they do appreciate the meat they offer). But in a quirk of fate, one particular branch of this artificial evolutionary tree did not stay as mere animals. Rather, they regained sophoncy, much to the chagrin of the rest of humanity, for their time as animals had warped this breed casteless freaks into brutish and violent creatures, and the availability of high technology allowed for them to form technologically-advanced civilizations at a frightening speed. At the beginning of the Long Night, they have become a thorn in the side of near every other civilized force. Rather than being called human, they are collectively classified as &amp;quot;Aberrant&amp;quot; life, and come in many shapes and sizes.&lt;br /&gt;
&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
Cyborgs are life forms which comprise both nanotechne and biological tissue. Though the cyborg typically thought of when the term is brought up would be a person using technological prosthetics, this section details those who have integrated nanotechne into their very DNA, and thus can pass on their augmentations to their offspring. Though they have many advantages because of this, they are still at least partially human biologically and represent a transitionary state between normal life forms and posthuman ones.&lt;br /&gt;
&lt;br /&gt;
=== Hereditary Cyborgs ===&lt;br /&gt;
Any organic life form that accumulates a sufficient amount of nanotechne will transform into a hereditary cyborg. A hereditary cyborg is a broad term encompassing all such transfigured individuals. What is most important regarding this is the fact that all hereditary cyborgs, regardless of original species, are compatible with one another and can produce offspring. These pure-blooded hereditary cyborgs can then seek to go even further, and shed their biology entirely. As of the Long Night, hereditary cyborgs are a relatively common sight among the upper crust of most civilizations. They are close enough to pan-humanity that they are not seen too differently than their lessers, but still demonstrably stronger, smarter, and longer-lived, inspiring the ambitions of many to become like them, and to reach even further beyond.&lt;br /&gt;
&lt;br /&gt;
== Uploads ==&lt;br /&gt;
Uploads are human minds copied into conventional machines rather than postbiological bodies. Though one might think this is a form of digital immortality, the unfortunate fact is that conventional machines lack the means to copy a mind without also destroying it. The new mind may think itself the original, but the original person doesn't continue on. Even so, during the chaos of the Myriad era enough were desperate to preserve some semblance of themselves or humanity that they underwent the uploading process, a science deemed taboo during the genetically-focused Imperial era. The descendants of those first uploads have continued to evolve and diversify. That said, their bodies are still made of conventional machinery rather than nanotechne, and as a result cannot reliably self-repair and self-upgrade in the way postbiological life forms can. While unable to transcend into postbiological life forms, uploads can still use nanotechne to gain new Programs. In addition, uploads can transfer their minds into new purpose-built bodies.&lt;br /&gt;
&lt;br /&gt;
=== Humanoid Uploads ===&lt;br /&gt;
Humanoid uploads are the baseline for uploads, existing in a spindly mechanical chassis. They have a basic humanoid plan, a cost-efficient model designed to exist easily within and out of pan-human society.&lt;br /&gt;
&lt;br /&gt;
=== Vehicular Uploads ===&lt;br /&gt;
Uploads can transfer their minds into bulky mechanical bodies with a huge mech-like body plan, although they still require armor. On the light end, vehicular uploads bridge the gap between citizen and vehicle, while gigantic ultraheavy uploads dwarf the rest of panhumanity with their massive mech bodies, capable of fighting some of the most dangerous threats of the megastructure.&lt;br /&gt;
&lt;br /&gt;
=== Hyperalloy Uploads ===&lt;br /&gt;
In addition to mundane alloy bodies, uploads that desire to attain the same heights as biological humans can reach their own model of transcendence, building on their rigid mechanical bodies to obtain a more powerful form: an advanced mechanical chassis using hyperalloy plating and artificial muscles to replicate the power of postbiological tissues. Hyperalloy uploads come in humanoid as well as vehicular variants, and possess a form-fitting armored carapace of far greater craftsmanship than a typical minimalist upload body.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
&lt;br /&gt;
Posthumans, in the context of the current era, are life forms which are comprised entirely of hypertechnological synthetic tissue and nanotechne. These clades are considerably more durable, both against direct damage and the elements, along with having greater learning capabilities and an effectively unlimited lifespan unless brought down in combat. However, reaching this state is very difficult, requiring one to already be a hereditary cyborg, so it is only just now that a significant number of new posthuman life forms are beginning to emerge.&lt;br /&gt;
&lt;br /&gt;
The key features of posthumanity are that they combine the strengths of biology and machinery through the use of nanotechne's nature as programmable matter. Capable of growth, reproduction, and self-repair like a living being, and possessed of the calculative power and durable body of a computer, they exist on a level beyond conventional androids or living organisms. However, this new form of life is wildly unstable and can easily become an uncontrollable danger for the unprepared, causing many to consider it a sign of the eventual collapse of human society. Posthumans can be divided into two main classifications, and further divided into High-Density and Low-Density on the individual level, representing high and low concentrations of nanotechne making up their bodies.&lt;br /&gt;
&lt;br /&gt;
Posthumans come in three main types; High Density, Low Density, and Thralls. High Density posthumans, also called ascended posthumans, have a self-repairing nanotechne carapace which grants additional defensive capability and physical enhancement, and are the strongest variety. Low-density posthumans retain the advantages of postbiological life forms, but lack a carapace. They are more vulnerable to attack and rely more on tools and armor, and are more likely to live in a relatively normal way due to their need to rely on others to survive. The last kind, thralls, are unique to the Outer Pattern, and are a servant caste designed by true posthumans to serve them, as without them Outer Pattern society could not function.&lt;br /&gt;
&lt;br /&gt;
=== Inner Patterns ===&lt;br /&gt;
Inner pattern posthumans are humans which are psychologically normal. That is, they are identical to baseline humans in potential behavior, differentiated only by enhanced physical and mental prowess in addition to psychological quirks which may arise from their nature as immortal beings. Within Pan-Human society, the Inner Patterns exist as the upper class. Be they civilian or military, simply by virtue of their long lives they can accrue wealth and wisdom in a way a normal human never could, and Transcendence allows for that influence to be augmented by personal martial might. Though they cannot fight an army by themselves (yet), they represent powerful force multipliers for human forces. Even the richest biological merchant or connected governor is ultimately a fleeting spectacle by comparison.&lt;br /&gt;
&lt;br /&gt;
For most, the Inner Pattern of posthumanity is a rare and mysterious thing. Many consider hereditary cyborgs to be dangerous enough already, to go a step further can get one associated with less benevolent branches of the pan-human family. That said, should one reach this level as a Transcendant being, respect is paid anyway. Those who are born posthuman are given less of a free ride.&lt;br /&gt;
&lt;br /&gt;
==== Anthropic ====&lt;br /&gt;
&amp;quot;Anthropic&amp;quot; posthumans are exactly that, normal human size, shape, and mind, though on closer inspection their postbiological nature is readily apparent. Originating from uploaded and cyberized humans, there are a few scattered independent complexes comprised of low-level Anthropics across the megastructure, though even with their strength they rarely last for very long. Most entrench themselves within the more populous pan-human cities, making themselves invaluable in all sorts of applications and consolidating their power base.&lt;br /&gt;
&lt;br /&gt;
=== Outer Patterns ===&lt;br /&gt;
The Outer Patterns are posthumans which have diverged psychologically from humanity in a way that is consistent across the entirety of their culture, or are otherwise distant from humanity in some way while still being descended from human minds in some way, and often form their own societies rather than existing as a part of conventional pan-human culture. Outer Pattern posthumans descend from the rebel faction of the Second Solar War, waged against the Solar Empire and ultimately destroying it. Their methods of transcendence were crude, brutal, and multigenerational, and over time they lost control of the very processes that made them, drifting further and further from baseline humanity into unthinking solipsistic monsters that consumed everything around them. Terrified of the road they were going down, the Outer Patterns fragmented into innumerable smaller factions seeking to stave off what had come to be called Hyperpredatory Personality Cascade Syndrome, developing multiple ways to avoid ego death.&lt;br /&gt;
&lt;br /&gt;
Outer Pattern posthumans are significantly diverged from human baseline psychology. The clearest indicator, beyond physical appearance, is the total lack of communal tendency. Fear of judgement, or the need for validation from others, are things which do not exist in the Outer Pattern psychology. Any emotional responses are entirely derived from the self. Any guilt one would feel is due to the violation of their own self-imposed moral code, if they have one. Any pleasure one would feel from another's company is an indulgence for one's own benefit. All actions, and goals, are fundamentally selfish, even if they do not seem so at first. In a perfect world, there would be a far greater variance in personality due to this. But due to the pressures which shaped the Outer Pattern, the war against the Solar Empire, many carry the calculating and savage tendencies which were what allowed them to survive. &lt;br /&gt;
&lt;br /&gt;
==== Neo-Anthropic ====&lt;br /&gt;
Neo-Anthropic posthumans are said to be the ones closest to normal humans. They have retained human facial structures and bodies, and have emotions which are relatable to normal humans. However, this is tempered by the excessive egoism of their clade. Neo-Anthropics, rather than tamping down their emotions, seek to be led by them. They serve their personal passions alone, which can range from pleasure and power to more abstract pursuits, though even these are often achieved through the means of violence. As a result, they have difficulty truly uniting into a political force, and are most often simply loose associations of likeminded individuals, gathering in particular territories for the sake of mutual benefit but primarily focused on their own agendas. Ranging from warlords to bandits to mercenaries, they can be found wandering anywhere in the megastructure.&lt;br /&gt;
&lt;br /&gt;
==== Ex-Anthropic ====&lt;br /&gt;
Ex-Anthropics reject the human condition entirely, or at least seek to sublimate and control it. Unlike their Neo-Anthropic peers, the Ex-Anthropics have not lost the unity they shared during the war against the Solar Empire. Rather than retaining their ego through emotional pursuit, the Ex-Anthropics are motivated by instinct and logic. Rational, but through a predatory lens, focused towards survival and power alone rather than the countless irrational hungers of Neo-Anthropy. As a result, Ex-Anthropics can form large, unified organizations should a powerful enough leader emerge, and represent a significant threat to large portions of the megastructure's inhabitants. While some go their own way, Ex-Anthropics exist in the minds of most pan-humans as a united 'other' which stands opposed to all other civilizations of the megastructure.&lt;br /&gt;
&lt;br /&gt;
==== Sub-Anthropic ====&lt;br /&gt;
Sub-Anthropics only barely avoided succumbing to HPCS, leaving their minds fragmented and bodies warped. Effectively starting from scratch, Sub-Anthropic societies are not dissimilar to biological Un-Caste tribes, though far more formidable at the individual level. Through brute strength and primitive cunning they have carved out a niche as a raiders and marauders, particularly in the lower levels of the megastructure, where they come into conflict with upload enclaves on a regular basis. That said, they can still be reasoned with, and their feral tendencies channeled toward productive ends, such as the dismemberment of opposing forces. Of course, the risk of a Hyperpredatory Cascade is always on the table as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Deva&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=292702</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=292702"/>
		<updated>2023-03-28T00:57:42Z</updated>

		<summary type="html">&lt;p&gt;Melmi: Initial update pass for Beta 4.41&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally updated to 2.68; further updates are in progress. Information might be outdated. Refer to the [http://www.bay12forums.com/smf/index.php?topic=179676.0 Bay12 thread] for more information.&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great empire, its shining cities the capital of a vast civilization which stretched from the pitted surface of Mercury to the freezing depths of the Oort Cloud. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end. From this arose a new age, an era of awe and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Earth itself is unrecognizable, a broken world littered with a thousand dead nations and forgotten megastructures which obscure any trace of what was once a verdant oasis of natural life. The solar system is a haunted grave, the planets, moons, and even space itself strewn with the wreckage of long-dead peoples.&lt;br /&gt;
&lt;br /&gt;
But this is all ancient history, long forgotten to the rising powers of the new Earth. They live in a different world entirely, an endless jungle of steel and carbon in which even the mightiest of cities are but mere drops in its ocean, in which even the greatest scientific achievements known to their ancient ancestors are but wheels and torches compared to the hypertechnological relics which they rely on to survive. Where mankind no longer rests at the summit of existence but submits to the authority of those who dare follow the path carved out by their forebears and seek to transcend the limits of mere biology. Where even posthuman demigods struggle for survival against ceaseless danger and overwhelming violence. A world in which the power of the individual once more reigns supreme, the ideals of equality and unity reduced to laughable fantasies. An era that waits with bated breath for its own end, and the rise of a new existence which will finally bring order to the anarchy and terror of a star system gone mad, or deliver the killing blow to what remains of intelligent life. But this terrible night of humanity's history will be long and harsh indeed, and only the greatest among the great stand a chance of bringing forth a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an unrecognizeable earth, filled to the brim with genetically-altered monsters, rogue machines, warring states, and countless other threats. Central to the game experience is the use of nanotechne; a programmable, infinitely mutable form of matter which forms the foundation of every civilization, and the process of transcendence, through which individuals can cultivate internal nanotechne to develop new cybernetic augmentations, and slowly obtain an immortal posthuman body which can survive the chaos to come. Of course, for every such madman who would seek such a thing, a thousand more live as mortal humans and struggle every day to make ends meet. Play a mercenary scoundrel, a village of hydroponic farmers, a biomechanical mech pilot, a posthuman barbarian, and much more. Countless stories wait for you in the far future of pan-humanity.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=179676.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=16160 Download]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Technomancy|The Long Night: Technomancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Adventure Mode|The Long Night: Adventure Mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Melmi</name></author>
	</entry>
</feed>