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− | {{Quality| | + | {{Quality|Exceptional|21:55, 20 September 2016 (UTC)}} |
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− | [[ | + | A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]]. |
− | + | When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]]. | |
− | + | Only dwarven civilizations are playable by default, and to play as other civilizations requires [[modding]]. | |
==Types of civilizations== | ==Types of civilizations== | ||
===Mountain=== | ===Mountain=== | ||
− | The '''mountain civilization''' is established by the [[dwarf|dwarves]] | + | The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s. |
===Plains=== | ===Plains=== | ||
− | The '''plains civilization''' is established by the [[human]]s | + | The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together. |
===Forest=== | ===Forest=== | ||
− | The '''forest civilization''' is established by the [[elf|elves]] | + | The '''forest civilization''' is established by the <s>hippies</s> [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas. |
===Evil=== | ===Evil=== | ||
− | The '''evil civilization''' is established by the [[goblin]]s | + | The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and <s>rescuing</s> [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s. |
− | Evil civilizations are formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]]. | + | Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]]. |
===Skulking=== | ===Skulking=== | ||
− | The '''skulking civilization''' is established by the [[kobold]]s | + | The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map. |
− | ===Subterranean animal | + | ===Subterranean animal peoples=== |
− | Unnamed tribes spawn in deep [[cavern]]s underground | + | Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows: |
− | * | + | *{{Tile|a|6:0}} [[Amphibian man]] |
− | * | + | *{{Tile|a|0:1}} [[Antman]] |
− | * | + | *{{Tile|b|0:1}} [[Bat man]] |
− | * | + | *{{Tile|f|7:1}} [[Cave fish man]] |
− | * | + | *{{Tile|s|0:1}} [[Cave swallow man]] |
− | * | + | *{{Tile|o|7:1}} [[Olm man]] |
− | * | + | *{{Tile|r|2:0}} [[Reptile man]] |
− | * | + | *{{Tile|r|0:1}} [[Rodent man]] |
− | * | + | *{{Tile|s|7:1}} [[Serpent man]] |
==Dead and struggling civilizations== | ==Dead and struggling civilizations== | ||
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying. | When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying. | ||
− | In | + | In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization. |
− | If you are embarking as a dead or struggling civilization | + | If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators: |
===Struggling=== | ===Struggling=== | ||
− | * | + | *Dwarven caravan may appear, but may also be absent for one or several years at a time. |
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years. | *The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years. | ||
*Migrants should arrive as normal. | *Migrants should arrive as normal. | ||
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*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds. | *Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds. | ||
− | + | Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}} | |
==Fortress Mode== | ==Fortress Mode== | ||
− | + | As of version 44.02, there exist 6 information screens: World, Missions, News and Rumors, People, Artifacts, and Civilizations. | |
===World=== | ===World=== | ||
− | The world map can be accessed by pressing {{k|w}} from the | + | The world map can be accessed by pressing {{k|w}} from the Civilization/World Info menu. Use the cursor keys to navigate around the map and view other lands. |
===Missions=== | ===Missions=== | ||
− | [[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the | + | [[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the Civilization/World Info screen (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. |
+ | |||
+ | [[DF2014:Mission|Mission Page]] | ||
===News and Rumors=== | ===News and Rumors=== | ||
− | News and rumors can be | + | News and rumors can be access from the Civilization/World Info menu by pressing {{k|n}}. The map displays moving dots, but this author didn't know the purpose at time of generating this stub. |
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− | + | ===People=== | |
− | + | The People view can be accessed by pressing {{k|p}} from the Civilization/World Info menu. It lists the recoverable missing citizens. | |
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− | === | + | ===Artifacts=== |
− | The | + | The Artifact view can be accessed by pressing {{k|a}} from the Civilization/World Info menu. It lists all known artifacts. Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}} |
===Civilizations=== | ===Civilizations=== | ||
− | Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization | + | Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization/World Info menu]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens. |
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− | + | The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at "peace" with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins. | |
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− | + | Be aware that "neighbors" on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world. | |
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{{World}} | {{World}} | ||
{{Category|World}} | {{Category|World}} |