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Editing 40d:Location
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− | + | Starting out in the right location is crucial to not [[losing]] (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site. | |
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− | + | [[Image:Embark_info.PNG|right|thumb|200px]] | |
− | == | + | == Surroundings == |
− | [[ | + | It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time. Make sure you've got at least some [[trees]] and vegetation. |
− | + | Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence. | |
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== Terrain == | == Terrain == | ||
− | [[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]]. | + | [[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view{{Verify}}. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]]. |
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+ | [[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. | ||
− | + | [[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. | |
− | + | Some [[biomes]] will also contain unique types of fauna and flora. | |
== Layers == | == Layers == | ||
− | Pay attention to the | + | Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them. |
− | Any layer listed in brown is | + | Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]]. |
− | Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable | + | Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet. |
== Water == | == Water == | ||
− | [[Farming]] won't get you much in the middle of a | + | [[Farming]] won't get you much in the middle of a desert. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below. |
− | Currently a permanent source of water isn't required because farms don't dry out | + | Currently a permanent source of water isn't required because farms don't dry out, this is expected to change. If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud – water levels of 1/7 can be ignored when placing the farm plot. |
== Lumber == | == Lumber == | ||
− | The amount of | + | The amount of trees in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players. |
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down. Just because the biome says "heavily forested" doesn't mean you will actually have trees. | Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down. Just because the biome says "heavily forested" doesn't mean you will actually have trees. | ||
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== Vegetation == | == Vegetation == | ||
− | The local flora can be a good source of | + | The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use. |
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+ | == Magma == | ||
− | + | Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on. | |
− | + | == Towns == | |
− | + | Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{ver|0.27.169.33a}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods. | |
{{World}} | {{World}} |