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Difference between revisions of "40d:Region features"
(→Hidden features: include 'em all) |
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== Hidden features == | == Hidden features == | ||
− | === [[Chasm]] === | + | === [[Chasm]]/[[bottomless pit]] === |
− | === [[Underground river]]/ | + | === [[Underground river]] === |
+ | |||
+ | === [[Underground pool]] === | ||
+ | |||
+ | === [[Magma]] pipe/pool === | ||
=== [[Glowing pit]] === | === [[Glowing pit]] === | ||
[[Category:World]] | [[Category:World]] |
Revision as of 04:58, 20 November 2008
Picking a starting region to build your dwarf fortress is a delicate work. Take a look at the list below and consider what you might need in your fort.
Visible features
Forest
Pros: Forests have plenty wood and plants for outdoor farming.
Cons: Trade wagons can have a hard time navigating thick forest. Evil and untamed forests can have dangerous creatures.
Desert/Beach
Pros: Sand for glassware, easily navigated by trade wagons
Cons: Little wood or stone.
Aquifer
Pros: Infinite source of water anywhere on the map
Cons: Difficult to get under to access stone and minerals
River/Brook
Pros: Fishing, water for farming and drinking
Cons: Some dangerous river creatures
Lake
Small lakes are present in pretty much every other tile of the world.
Ocean
Pros: Mist makes dwarves happier, source of driftwood, sieges can't attack from that side (yet)
Cons: Saltwater is not normally drinkable
Open volcano vent
Pros: Magma forges, obsidian, magma defense
Cons: Magma monsters, strange mood crafters -demand- magma forges
Cliff
Pros: Don't want something? Drop it off the side of the cliff!
Cons: May tax the system slightly