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Difference between revisions of "40d:Region"
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− | In colder [[climate|environments]], surface water will freeze for more of the year. | + | In colder [[climate|environments]], surface water will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to their extremities if they are outside too long (oddly enough, this tends to cause them to bleed to death). |
− | In hotter environments, surface water may evaporate faster than it is replaced by rainfall | + | In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no [[brook]] or [[river]] then there may be no source of water after a few months). Hot enough climates can even cause boil away any exposed alcohol. |
=== Trees === | === Trees === |
Revision as of 13:11, 2 March 2009
A region is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a large world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total before you take Z-layers into account.
Each region is made up of several biomes affecting available flora and fauna. A region also has a climate, and may be in the presence of good or evil civilizations. Some information on what the region contains can be gathered from the Map legend.
Choosing a Region
When starting a new fortress, the game allows you to choose almost any regions on the world map. Different regions have different creatures, trees, or no trees, (depending on how mountainous the region is), different climates, maybe a source of water, and either good or evil alignment.
A rough list of region types follows. The combination of these factors help make each game unique.
Summary of Biomes
See biomes for a complete list of combinations.
Temperature
Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.
- Freezing
- Cold
- Temperate
- Warm
- Hot
- Scorching
In colder environments, surface water will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to their extremities if they are outside too long (oddly enough, this tends to cause them to bleed to death). In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no brook or river then there may be no source of water after a few months). Hot enough climates can even cause boil away any exposed alcohol.
Trees
- None
- Scarce
- Sparse
- Woodland
- Heavily forested
Other Vegetation
Other means shrubs and bushes, or maybe cacti.
- None
- Scarce
- Moderate
- Thick
Surroundings
Surroundings affect the types of plant life and wild animals which will appear in play. It is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).
Benign | Neutral | Savage | |
Good | Serene | Mirthful | Joyous Wilds |
Neutral | Calm | Wilderness | Untamed Wilds |
Evil | Sinister | Haunted | Terrifying |
The creatures article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment. 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 compunction 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.
Good regions tend to have less aggressive and weaker creatures, exception made for the pain-in-the-ass unicorn. Good regions also support the wild sun berry, which makes the best booze in the game. There are generally slight changes between Benign Good and Savage Good. The only serious problem that shows up in Good regions is, again, the unicorn, which shows up in Benign Good regions but not Neutral Good or Savage Good. It's worth noting that unicorns require generally temperate regions, so a Benign Good zone in a cold tundra will probably not spawn unicorns.
Neutral regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife depending on the area. They can be quite dangerous depending on the region (much like the real world), holding anything from generally non-aggressive but physically powerful enemies such as gorillas and elephants to the very aggressive and very dangerous giant eagle. 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 and landforms. You'll find most of the standard aboveground plants in these alignments, such as prickle berries, rope reed, wild strawberries and the like.
Evil regions are more dangerous 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 dogs, harpies, and ogres, Evil regions modify their Neutral base by infecting many (but not all) of the indigenous creatures with various forms of undeath. Undead have a resistance to piercing attacks (precluding Crossbow-heavy defenses) and are always far more aggressive than their living counterparts, and they leave a fraction of the corpse benefits (zombies fall down rotten and are unbutcherable, skeletons only leave bones). Clearly, hunting undead animals is pointless, and finding kills in a countryside crawling with undead is outstandingly dangerous. Undead shrubs are useless for gathering, too. Also, fish can be infected with undeath, and can even walk on land to attack fishermen. 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.
See also
Worlds | |
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Badlands · Desert · Flatland · Forest · Glacier · Lake · Marsh · Mountain · Murky pool · Ocean · River · Rocky wasteland · Sand desert · Swamp · Tundra |