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Editing 40d:Location
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A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located. Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site. | A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located. Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site. | ||
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== Choosing sites == | == Choosing sites == | ||
− | [[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the "Choose Fortress Location" screen allows you to choose your site. The right-hand pane shows its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the "Local" map. The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the | + | [[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the "Choose Fortress Location" screen allows you to choose your site. The right-hand pane shows its location within the entire generated [[world]]; the middle pane ("[[Region]]") shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the "Local" map. The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles). The site you choose must contain at least one non-mountain/river square to be accessible to travelers as well as your settlers. |
The far-right pane displays text information about the map tiles you have selected. Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site). Each biome will be home to different [[creature]]s as well as different types of rock and [[stone|rock layers]]. | The far-right pane displays text information about the map tiles you have selected. Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site). Each biome will be home to different [[creature]]s as well as different types of rock and [[stone|rock layers]]. | ||
Pressing {{k|tab}} will show other location information as well: | Pressing {{k|tab}} will show other location information as well: | ||
− | * What civilizations can reach the site (remote sites such as | + | * What civilizations can reach the site (remote sites such as glaciers and islands are often accessible only to dwarven immigrants and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]). |
− | * What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon | + | * What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. This also determines what kind of meat you can buy on your starting screen and might have some other effects. |
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* The "relative elevation" of the site (useful for seeing how mountainous the terrain is) | * The "relative elevation" of the site (useful for seeing how mountainous the terrain is) | ||
* A "cliff indicator" (useful for the same reason) | * A "cliff indicator" (useful for the same reason) | ||
− | It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[ | + | It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.) Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details). |
− | + | The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.) This makes good starting sites much easier to find, although it takes away the "surprise" of stumbling upon these features on your own (which may be good or bad, depending on your play style). | |
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey. You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills). | Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey. You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills). | ||
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The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each. | The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each. | ||
− | == Surroundings | + | == 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 == | ||
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[[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. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]]. | ||
− | [[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[ | + | [[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.) |
− | [[Forest]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.) | + | [[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.) |
− | Some [[ | + | Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.) |
− | + | The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a more flat landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance. | |
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− | The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a | ||
== 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 and are the only ones contaning [[bituminous coal]]. 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, though you can farm directly on sand. 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. |
=== Magma === | === 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. | + | 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 === | ||
− | 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. Also, their buildings provide plentiful | + | 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. {{version|0.27.176.38c}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods. |
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{{World}} | {{World}} |