v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Biome"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Bot: Adding {{av}})
m (Fixing in-namespace links)
Line 1: Line 1:
 
{{av}}
 
{{av}}
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
+
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{l|plant}}s, {{l|creatures|animal species}} and {{l|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{l|dwarves}} will find different resources depending on which biomes they select when starting a fort.
  
 
== Selecting a biome ==
 
== Selecting a biome ==
  
Biomes are important when choosing a fortress location in order to understand your [[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. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''
+
Biomes are important when choosing a fortress location in order to understand your {{l|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. ''(See the {{l|Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide}} for more detail).''
  
 
== Understanding Biomes ==
 
== Understanding Biomes ==
  
Selecting different Biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and sometimes [[water]] is specific to a particular biome, and different biomes may have different stone layers containing [[flux]], [[coal]], useful [[ore]]s, or a high chance of [[magma]][[Mountain]]s have a lot of [[ore]] and some exclusive [[underground river|features]], but no [[soil]].
+
Selecting different Biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of {{l|tree}}s, {{l|sand}}, certain {{l|plant}}s or {{l|animal}}s, and sometimes {{l|water}} is specific to a particular biome, and different biomes may have different stone layers containing {{l|flux}}, {{l|coal}}, useful {{l|ore}}s, or a high chance of {{l|magma}}{{l|Mountain}}s have a lot of {{l|ore}} and some exclusive {{l|underground river|features}}, but no {{l|soil}}.
  
Generally it is advantageous to plot your embark [[location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.
+
Generally it is advantageous to plot your embark {{l|location}} at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.
 
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''
 
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''
  
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]].  You might get wood from a forest, ore from a mountain, and flux from [[hills]] that just happen to have a flux layer; many other permutations are possible.
+
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer {{l|forest}} will provide you with an ample supply of {{l|tree}}s, even if the rest of your plot extends into badlands and {{l|desert}}.  You might get wood from a forest, ore from a mountain, and flux from {{l|hills}} that just happen to have a flux layer; many other permutations are possible.
  
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.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.
+
Any biome can have any set of {{l|surroundings}}; for example a {{l|glacier}} could be {{l|haunted}}, {{l|wilderness}} or {{l|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.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.
  
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.
+
If your plot contains only {{l|ocean}}, {{l|lake}} or {{l|mountain}} biomes you will not be able to embark. The dwarves would have difficulty parking their {{l|wagon}} on water, while mountains are too barren and remote to reach.
  
 
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)
 
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)
Line 24: Line 24:
  
 
=== Arctic ===
 
=== Arctic ===
*Arctic [[Ocean]]
+
*Arctic {{l|Ocean}}
*[[Badlands]]
+
*{{l|Badlands}}
*[[Glacier]]
+
*{{l|Glacier}}
*[[Mountain]]
+
*{{l|Mountain}}
*[[Rocky wasteland]]
+
*{{l|Rocky wasteland}}
*[[Sand desert]]
+
*{{l|Sand desert}}
*[[Tundra]]
+
*{{l|Tundra}}
*[[Taiga]]
+
*{{l|Taiga}}
  
 
=== Temperate ===
 
=== Temperate ===
*[[Temperate]] [[Broadleaf forest]]
+
*{{l|Temperate}} {{l|Broadleaf forest}}
*Temperate [[Conifer forest]]
+
*Temperate {{l|Conifer forest}}
*Temperate [[Grassland]]
+
*Temperate {{l|Grassland}}
*Temperate [[Lake|Freshwater lake]]
+
*Temperate {{l|Lake|Freshwater lake}}
*Temperate [[Marsh|Freshwater marsh]]
+
*Temperate {{l|Marsh|Freshwater marsh}}
*Temperate [[Swamp|Freshwater swamp]]
+
*Temperate {{l|Swamp|Freshwater swamp}}
*Temperate [[Ocean]]
+
*Temperate {{l|Ocean}}
*Temperate [[Marsh|Saltwater marsh]]
+
*Temperate {{l|Marsh|Saltwater marsh}}
*Temperate [[Swamp|Saltwater swamp]]
+
*Temperate {{l|Swamp|Saltwater swamp}}
*Temperate [[Savanna]]
+
*Temperate {{l|Savanna}}
*Temperate [[Shrubland]]
+
*Temperate {{l|Shrubland}}
  
 
=== Tropical ===
 
=== Tropical ===
*[[Tropical]] Dry [[Broadleaf forest]]
+
*{{l|Tropical}} Dry {{l|Broadleaf forest}}
*Tropical Wet [[Broadleaf forest]]
+
*Tropical Wet {{l|Broadleaf forest}}
*Tropical [[Conifer forest]]
+
*Tropical {{l|Conifer forest}}
*Tropical [[Marsh|Freshwater marsh]]
+
*Tropical {{l|Marsh|Freshwater marsh}}
*Tropical [[Grassland]]
+
*Tropical {{l|Grassland}}
*Tropical [[Ocean]]
+
*Tropical {{l|Ocean}}
*Tropical [[Savanna]]
+
*Tropical {{l|Savanna}}
*Tropical [[Shrubland]]
+
*Tropical {{l|Shrubland}}
  
 
==Biomes at World Generation==
 
==Biomes at World Generation==
Line 121: Line 121:
  
 
== See Also ==
 
== See Also ==
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.
+
*{{l|Regions}} for the possible values for Trees, Vegetation and Surroundings.
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources
+
*{{l|Volcano}}es which are not a biome in Dwarf Fortress, but may provide important resources
*[[Climate]]
+
*{{l|Climate}}
  
 
{{World}}
 
{{World}}

Revision as of 19:52, 2 April 2010

This article is about an older version of DF.

A biome is a biotic area with homogeneous features, characterized by distinctive Template:Ls, Template:L and Template:L. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your Template:L will find different resources depending on which biomes they select when starting a fort.

Selecting a biome

Biomes are important when choosing a fortress location in order to understand your Template:L. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the F#-keys; for example, an area with 3 biomes present can be cycled using F1, F2 and 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. (See the Template:L for more detail).

Understanding Biomes

Selecting different Biomes gives you some ability to influence the difficulty of your game. Each biome has a different set of resources; the availability of Template:Ls, Template:L, certain Template:Ls or Template:Ls, and sometimes Template:L is specific to a particular biome, and different biomes may have different stone layers containing Template:L, Template:L, useful Template:Ls, or a high chance of Template:L. Template:Ls have a lot of Template:L and some exclusive Template:L, but no Template:L.

Generally it is advantageous to plot your embark Template:L at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area. However, it is not usually too hard to find three or four biomes using the default size.

  • Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.v0.28.181.40d

By making use of several biomes you can provide more resources for your fort. Making sure one of your biomes contains either a broadleaf or conifer Template:L will provide you with an ample supply of Template:Ls, even if the rest of your plot extends into badlands and Template:L. You might get wood from a forest, ore from a mountain, and flux from Template:L that just happen to have a flux layer; many other permutations are possible.

Any biome can have any set of Template:L; for example a Template:L could be Template:L, Template:L or Template:L. 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. It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment. Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.

If your plot contains only Template:L, Template:L or Template:L biomes you will not be able to embark. The dwarves would have difficulty parking their Template:L on water, while mountains are too barren and remote to reach.

The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block. They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone. (More research is needed.)

Available Biomes

Arctic

Temperate

Tropical

Biomes at World Generation

Biomes are created at world generation based on the elevation, rainfall, and drainage of the tile as follows:

Biome Elevation Rainfall Drainage
Water 0-99 Any Any
Sand Desert 100-299 0-9 0-32
Rock Desert 100-299 0-9 33-49
Desert Badlands A 100-299 0-9 50-65
Desert Badlands B 100-299 0-9 66-100
Grassland 100-299 10-19 0-49
Savanna 100-299 20-32 0-49
Marsh 100-299 33-65 0-32
Shrubland 100-299 33-65 33-49
Hills 100-299 10-65 50-100
Swamp 100-299 66-100 0-32
Forest 100-299 66-100 33-100
Low Mountain 300-332 Any Any
Mountain 333-365 Any Any
High Mountain 366-400 Any Any

More visually, for just the middle elevations:

Rainfall
0-9 10-19 20-32 33-65 66-100
Drainage 0-32 Sand Desert Grassland Savanna Marsh Swamp
33-49 Rock Desert Scrubland Forest
50-65 Badlands A Hills
66-100 Badlands B

See Also

  • Template:L for the possible values for Trees, Vegetation and Surroundings.
  • Template:Les which are not a biome in Dwarf Fortress, but may provide important resources
  • Template:L
Worlds