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Editing v0.31:Embark
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'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves: | '''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves: | ||
# Choose a site. | # Choose a site. | ||
− | # Assign starting | + | # Assign starting {{L|skill|skills}} to each dwarf. |
− | # Select an initial load of | + | # Select an initial load of {{L|supplies|supplies and equipment}}. |
# Arrive at the site with your wagon full of supplies. | # Arrive at the site with your wagon full of supplies. | ||
− | = Choosing a Site = | + | == Choosing a Site == |
− | The process of choosing a site in | + | The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore. That said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbours. |
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− | + | === Biomes === | |
+ | <small>Main article: {{L|Biome|biome}}</small> | ||
− | + | A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort. | |
− | + | Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. | |
− | + | ==== Aquifer ==== | |
+ | <small>Main article: {{L|aquifer|aquifer}}</small> | ||
− | + | An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page. | |
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− | + | ==== Climate ==== | |
+ | <small>Main article: {{L|climate|climate}}</small> | ||
− | + | Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. | |
− | + | Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside. | |
− | + | ==== Ore and Stone Types ==== | |
+ | <small>Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}</small> | ||
− | + | The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers. | |
− | + | ==== Plant Life ==== | |
+ | <small>Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}</small> | ||
− | + | Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome. | |
− | {{ | ||
− | + | Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves. | |
− | + | ==== Surroundings ==== | |
− | + | Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals 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 good, evil, savage, and benign). 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. | |
− | + | == Creating Your Settlers == | |
− | + | === Play Now! === | |
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− | == Play Now! == | ||
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles: | You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles: | ||
− | + | # Miner: Adequate Miner | |
− | + | # Woodworker: Novice Carpenter and Bowyer | |
− | + | # Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer | |
− | + | # Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter | |
− | + | # Fisherdwarf<sup>1</sup>: Novice Fisherdwarf, and Negotiator; Dabbling Judge of Intent, Conversationalist, Comedian, and Flatterer | |
− | + | # Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker | |
− | + | # Doctor<sup>2</sup>: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer. | |
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− | + | None of these will be flagged as Expedition Leader at the start due to the lack of an Adequate Negotiator. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history. | |
− | + | <small><sup>1</sup>It is possible that this dwarf ''will not'' have Negotiator or the other social skills. A Novice Negotiator is required to be able to flag dwarves for any jobs besides mining, hauling, cleaning, and Other. The presence or lack of these skills on this dwarf does not seem to be reflected in the overall point value of the embark, though this value is functionally only 5 since it's impossible to buy a skill at the Dabbling value.<br /> | |
− | + | <sup>2</sup>The doctor here is impossible to create in the custom embark, having 24 skill points (135 embark points).<br /> | |
− | + | <sup>3</sup>The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.</small> | |
− | + | === Prepare Carefully === |