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Difference between revisions of "Camp"

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[[File:Tents in the medival camp at UNESCO celebrations in Třebíč, Třebíč District.jpg|thumb|230px|right|Medieval-styled camps.]]'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s.
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[[File:Migrant camp tent preview.png|thumb|230px|right|[[Elf|Elven]] travelers in a [[Flax|linen]] tent.]]
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'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s, as well as a temporary [[structure]] built by [[Army|traveling groups]].
  
Travelers are also known to set up "camps" when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries.
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[[Refugee]]s, nomads, and migrants are known to set up "camps" when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. They may also light [[campfire]]s.
  
In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.
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In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an [[army]] is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.
  
In any case, if you are not attacked by the inhabitants of a camp, you can ask why they're traveling and get an idea of who these folk are.
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In any case, if you are not attacked by the inhabitants of either sort of camp, you can ask why they're traveling and get an idea of who these folk are.
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== Bandit camps ==
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[[File:Bandit camp preview.png|thumb|230px|right|A bandit [[boss]]'s treasure hoard.]]
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[[Bandit]] groups build permanent camps. Unlike [[fort]]s, there are no constructions within a camp, not even the tents that army camps create.
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Bandits store their loot at the center of the site in [[chest]]s and [[bag]]s. They can contain a number of items, with a variety of [[finished goods]], [[armor]], [[weapon]]s and [[coin]]s stolen from their parent [[civilization]].
  
 
== Adventurer camps ==
 
== Adventurer camps ==
Adventurers can {{k|b}}uild camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you can quick travel inside them and out of them (but not into them). [[Claim]]ing the camp will turn you into a lord, and you will then be able to recruit [[hearthperson]]s to your site. If you turn your entire site into a [[tavern]] its residents will start performing in it.
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Adventurers used to be able to {{Adv menu icon|b}} build camps anywhere outside the borders of existing sites. They would share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you could quick travel inside them and out of them (but not into them). [[Claim]]ing the camp would turn you into a lord, and you would then be able to recruit [[hearthperson]]s to your site. If you turned your entire site into a [[tavern]] its residents would start performing in it. However despite the button existing (and labaled "coming soon") this feature has been removed and not yet reintroduced.
  
 
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=== Underworld [[exploit]] ===
 
=== Underworld [[exploit]] ===
  
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game into the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.
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If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.
  
In fact, this behavior can be exploited - by having 2 or more adventuring party members, you could just tell one of them to wait and just move enough distance to unload them off the game field, then walk back to where they would be and just hit the tab button to switch over to them, the game will transport the camera over to the waiting adventurer on to the surface thus leading to one way to escape as you can fast travel or wait to recover the remaining units that would be trapped down below. You can also build structures in the Underworld while on the surface this way.
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This behavior can be exploited by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.
  
 
{{Translation
 
{{Translation

Latest revision as of 17:01, 28 January 2025

This article is about the current version of DF.
Note that some content may still need to be updated.

Elven travelers in a linen tent.

Camps (Icon site camp.png / ) are a type of site, usually inhabited by bandits, as well as a temporary structure built by traveling groups.

Refugees, nomads, and migrants are known to set up "camps" when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. They may also light campfires.

In addition, camps are set up by invader armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.

In any case, if you are not attacked by the inhabitants of either sort of camp, you can ask why they're traveling and get an idea of who these folk are.

Bandit camps[edit]

A bandit boss's treasure hoard.

Bandit groups build permanent camps. Unlike forts, there are no constructions within a camp, not even the tents that army camps create.

Bandits store their loot at the center of the site in chests and bags. They can contain a number of items, with a variety of finished goods, armor, weapons and coins stolen from their parent civilization.

Adventurer camps[edit]

Adventurers used to be able to Adv ui b.pngb build camps anywhere outside the borders of existing sites. They would share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you could quick travel inside them and out of them (but not into them). Claiming the camp would turn you into a lord, and you would then be able to recruit hearthpersons to your site. If you turned your entire site into a tavern its residents would start performing in it. However despite the button existing (and labaled "coming soon") this feature has been removed and not yet reintroduced.

Spoiler2010.png This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down!


Underworld exploit[edit]

If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the Underworld. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.

This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.

"Camp" in other Languages Story tell indicator.png
Dwarven: ogîk
Elven: imené
Goblin: ustthut
Human: muthe
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