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Editing Surroundings
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− | {{Quality| | + | {{Quality|Fine|18:33, 23 August 2014 (UTC)}} |
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− | + | '''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife. | |
− | + | Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes. | |
− | + | == Combinations of surroundings == | |
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{| {{prettytable}} | {| {{prettytable}} | ||
|-style="background:#dddddd" | |-style="background:#dddddd" | ||
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|style="background:#dddddd"|'''Evil'''||Sinister||Haunted||Terrifying | |style="background:#dddddd"|'''Evil'''||Sinister||Haunted||Terrifying | ||
|} | |} | ||
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+ | ===Neutral=== | ||
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+ | :Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}} | ||
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+ | '''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like. | ||
===Good=== | ===Good=== | ||
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:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}} | :Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}} | ||
− | + | '''Good''' biomes tend to have less aggressive and weaker [[creatures]], except for the [[unicorn]]. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. | |
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====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
− | * Animals: [[ | + | * Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]], [[gorlak]] |
− | * Plants: [[ | + | * Plants: [[sun berry]], [[bubble bulb]], [[downy grass]] |
* Trees: [[feather tree]] | * Trees: [[feather tree]] | ||
− | * Vermin: [[ | + | * Vermin: [[fluffy wambler]], [[fairy]], [[pixie]] |
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− | === | + | ===Evil=== |
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:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}} | :Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}} | ||
− | + | '''Evil''' regions are much more <s>dangerous</s> [[fun]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. | |
− | + | The [[undead]] cannot be killed through conventional means; dismemberment reanimates the individual body parts, creating even more enemies than before. They must be either butchered and tanned, exposed to magma, [[Dwarven atom smasher|smashed under a drawbridge]], or repeatedly pulped with blunt damage, in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy. Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Furthermore, there is a good chance that even soldier dwarves will flee in terror from such abominations, a bad sign when the undead feel no emotion or fear. Aquatic creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for gathering, too. | |
− | + | Even the [[weather]] is dangerous; clouds of creeping murk can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful thralls. Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. Evil rain won't refill pools, but a single biome may have both evil and regular rain, even at the same time. | |
− | + | Because of the inhospitability of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only. | |
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====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
− | * Animals: [[ | + | * Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[harpy]], [[troll]], [[strangler]], [[nightwing]], [[ice wolf]], [[blizzard man]], [[sea monster]], [[manera]] |
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]] | * Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]] | ||
* Trees: [[glumprong]] | * Trees: [[glumprong]] | ||
− | * Vermin: [[ | + | * Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]] |
===Savage=== | ===Savage=== | ||
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}} | : Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}} | ||
+ | '''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the naturally occurring creatures found therein. Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions. A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called Terrifying (and is the most dangerous alignment by far, if you couldn't tell by the name). | ||
− | + | Civilisations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals. | |
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====Distinctive flora & fauna==== | ====Distinctive flora & fauna==== | ||
− | * Animals: | + | * Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slug man]], [[snail man]], [[leech man]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]] |
* Plants: [[whip vine]] | * Plants: [[whip vine]] | ||
* Trees: [[highwood]] | * Trees: [[highwood]] | ||
− | * Vermin: [[ | + | * Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]] |
{{World}} | {{World}} |