|This article is about the current version of DF.|
|This page contains information only relevant to DF 0.47.01 and newer. Most or all of this information does not apply to previous versions. Older saves from previous versions in the DF2014 release cycle are still compatible with this version.|
A counting house consists of several floors, with bins filled with goods on one, and a room with chairs and tables on another. Sometimes artifacts might be hidden at counting houses.
A merchant company is a group of merchants. In world generation, members of a merchant company will trade items between sites, as an expression of the underlying economy simulation. Currently, the primary purpose of merchant companies is to facilitate the interconnection between sites of different civilizations, and to ensure there are plenty of rich historical figures that might buy properties in sites, build fancy towers, and fund all sorts of schemes. In short, it is mostly invisible.
Merchant companies will have a leader position (named master or head), and may have an administrator (also named governor or factor) position with trade and record keeping responsibilities.
|General||World Generation (Basic / Advanced / Rejections) • Map legend|
Climate • Surroundings • Civilization • Holdings • Calendar • World activities
|Biomes||Chasm • Desert • Forest • Glacier • Grassland • Lake • Mountain |
Murky pool • Ocean • River • Savanna • Shrubland • Tundra • Wetland
|Underground||Cavern • Magma sea • Underworld|
|Features||Aquifer • Brook • Deep pit • Island • Magma pool |
Passage • Road • Tunnel • Volcano • Waterfall
|Sites||Camp • Castle • Cave • Dark fortress • Dark pits • Forest retreat • Fort • Fortress|
Hamlet • Hillocks • Labyrinth • Lair • Monastery • Mountain halls • Ruins • Shrine
Tomb • Tower • Town • Vault
|Structures||Counting house • Catacombs • Dungeon • Guildhall • Keep • Library • Market|
Mead hall • Sewer • Tavern • Temple • Tomb • Tower • Treasure room