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 "Civilization"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
Line 11: Line 11:
 
Their settlements are represented by {{Tile|Ω|#aaa|#000}} and {{Tile|Ω|#555|#000}} on the world map. Mountain civilizations can be connected by either roads or tunnels during World Generation.
 
Their settlements are represented by {{Tile|Ω|#aaa|#000}} and {{Tile|Ω|#555|#000}} on the world map. Mountain civilizations can be connected by either roads or tunnels during World Generation.
  
=== Plains Civilization (The [[human|humans]])===
+
=== Plains Civilization (The [[human]]s)===
  
 
Plains civilizations build wooden [[town]]s and farming [[hamlet]]s in the lowlands.
 
Plains civilizations build wooden [[town]]s and farming [[hamlet]]s in the lowlands.
Their towns are represented by {{Tile|+|#aaa|#000}}, {{Tile|#|#aaa|#000}}, {{Tile|*|#aaa|#000}}, or {{Tile|☼|#fff|#000}}, depending on size, on the world map. Hamlets are represented by {{Tile|Æ|#770|#000}} tiles. During World Generation, wooded [[biome]]s near towns are often converted into grassy [[biome]]s, presumably due to the human's logging industry. Towns can be connected by roads during World Generation. Roads will also be built between towns and conquered sites located in mountains or forests.
+
Their towns are represented by {{Tile|+|#aaa|#000}}, {{Tile|#|#aaa|#000}}, {{Tile|*|#aaa|#000}}, or {{Tile|☼|#fff|#000}}, depending on size, on the world map. Hamlets are represented by {{Tile|Æ|#770|#000}} tiles. During World Generation, wooded [[biome]]s near towns are often converted into grassy [[biome]]s, presumably due to the humans' logging industry. Towns can be connected by roads during World Generation. Roads will also be built between towns and conquered sites located in mountains or forests.
  
 
=== <s>Hippie</s> Forest Civilization (The [[elf|elves]])===
 
=== <s>Hippie</s> Forest Civilization (The [[elf|elves]])===
Line 21: Line 21:
 
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map.
 
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map.
  
=== Evil Civilization (The [[goblin|goblins]])===
+
=== Evil Civilization (The [[goblin]]s)===
  
Evil civilizations build huge overworld [[dark fortress]]es and smaller [[dark pit]]s. They are represented by {{Tile|П|#f0f|#000}} and {{Tile|º|#707|#000}}, respectively. Dark towers are often populated by a mix of races since goblins are keen on <s>kidnapping</s> rescuing children from other civilizations. These evil settlements can be connected via tunnels during World Generation.
+
Evil civilizations build huge overworld [[dark fortress]]es and smaller [[dark pit]]s. They are represented by {{Tile|П|#f0f|#000}} and {{Tile|º|#707|#000}}, respectively. Dark towers are often populated by a mix of races since goblins are keen on <s>kidnapping</s> rescuing children from other civilizations. These evil settlements can be connected via tunnels during World Generation.
  
 
=== Skulking Civilization (The [[kobold]]s)===
 
=== Skulking Civilization (The [[kobold]]s)===
  
Skulking civilizations populate [[cave]]s and steal items from nearby civilizations. Cave residents do not show as neighbours on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.
+
Skulking civilizations populate [[cave]]s and steal items from nearby civilizations. Cave residents do not show as neighbours on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.
  
=== Underground Civilizations===
+
=== Underground Civilizations (The [[animal people]])===
  
Sometimes unnamed tribes appear on the civilization screen, which are peopled by various other {{catlink|Humanoids|humanoids}} resembling animals. Unlike the other civilizations listed, these unnamed civilizations spawn underground, forming small camps. The creatures that form these civilizations include:
+
Sometimes unnamed tribes appear on the civilization screen, which are peopled by various other {{catlink|Humanoids|humanoids}} resembling animals. Unlike the other civilizations listed, these unnamed civilizations spawn [[Caverns|underground]], forming small camps. The creatures that form these civilizations are the following:
* [[Amphibian man]]
+
*[[Amphibian man]]
* [[Reptile man]]
+
*[[Antman]]
* [[Rodent man]]
+
*[[Bat man]]
* [[Cave fish man]]
+
*[[Cave fish man]]
* [[Cave swallow man]]
+
*[[Cave swallow man]]
* [[Olm man]]
+
*[[Olm man]]
* [[Serpent man]]
+
*[[Reptile man]]
* [[Bat man]]
+
*[[Rodent man]]
* [[Antman]]
+
*[[Serpent man]]
  
 
==In-game==
 
==In-game==
Civilizations that you have been in contact with (either by WAR or trade) can be viewed by pressing {{k|c}} within your main fortress-mode view. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and [[trade agreements]] for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[Death]] and [[Fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}.
+
Civilizations that you have been in contact with (either by WAR or trade) can be viewed by pressing {{k|c}} within your main fortress-mode view. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[Death]] and [[Fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}.
  
 
The P or W to the right of the civilizations screen in fortress mode indicates the current relationship between the civilization on your cursor and the civilization the P or W is next to. A P indicates peace (note - for goblins, you will still get sieges even if you are at "peace" with them) and a W indicates war. For example, if you have your cursor on the dwarf civilization, and it says W next to the goblins, which is not uncommon, it means that - congratulations - your civilization is at war with the goblins.
 
The P or W to the right of the civilizations screen in fortress mode indicates the current relationship between the civilization on your cursor and the civilization the P or W is next to. A P indicates peace (note - for goblins, you will still get sieges even if you are at "peace" with them) and a W indicates war. For example, if you have your cursor on the dwarf civilization, and it says W next to the goblins, which is not uncommon, it means that - congratulations - your civilization is at war with the goblins.
  
 
Note that "neighbours" on that screen are not always "neighbours". Sometimes, you can have an elven civilization as a neighbour while they are on the other side of the world.
 
Note that "neighbours" on that screen are not always "neighbours". Sometimes, you can have an elven civilization as a neighbour while they are on the other side of the world.
 
  
 
{{World}}
 
{{World}}
 
{{Category|World}}
 
{{Category|World}}

Revision as of 02:01, 27 August 2016

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

A civilization is a nation, with settlements and a capital city. When you start a new fortress, there are typically two or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the site selection screen. Different civilizations can have different items available when you embark. You will be forced to mod if you wish to play as any other race.

Types

Mountain Civilization (The dwarves)

Mountain civilizations build fortresses on the edge of mountain ranges, smaller hillock villages in the hill-lands nearby, and great mountain halls deep inside the mountain. Their settlements are represented by Ω and Ω on the world map. Mountain civilizations can be connected by either roads or tunnels during World Generation.

Plains Civilization (The humans)

Plains civilizations build wooden towns and farming hamlets in the lowlands. Their towns are represented by +, #, *, or , depending on size, on the world map. Hamlets are represented by Æ tiles. During World Generation, wooded biomes near towns are often converted into grassy biomes, presumably due to the humans' logging industry. Towns can be connected by roads during World Generation. Roads will also be built between towns and conquered sites located in mountains or forests.

Hippie Forest Civilization (The elves)

Forest civilizations build forest retreats, large outdoor structures of trees planted in rows, in the middle of heavily forested areas. Their settlements are represented by î and on the world map.

Evil Civilization (The goblins)

Evil civilizations build huge overworld dark fortresses and smaller dark pits. They are represented by П and º, respectively. Dark towers are often populated by a mix of races since goblins are keen on kidnapping rescuing children from other civilizations. These evil settlements can be connected via tunnels during World Generation.

Skulking Civilization (The kobolds)

Skulking civilizations populate caves and steal items from nearby civilizations. Cave residents do not show as neighbours on the embark screen, and in default world-gen settings, the caves themselves are hidden from the map.

Underground Civilizations (The animal people)

Sometimes unnamed tribes appear on the civilization screen, which are peopled by various other humanoids resembling animals. Unlike the other civilizations listed, these unnamed civilizations spawn underground, forming small camps. The creatures that form these civilizations are the following:

In-game

Civilizations that you have been in contact with (either by WAR or trade) can be viewed by pressing c within your main fortress-mode view. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with Tab. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in Death and Fun. You can peruse trade agreements with the arrow keys and Enter.

The P or W to the right of the civilizations screen in fortress mode indicates the current relationship between the civilization on your cursor and the civilization the P or W is next to. A P indicates peace (note - for goblins, you will still get sieges even if you are at "peace" with them) and a W indicates war. For example, if you have your cursor on the dwarf civilization, and it says W next to the goblins, which is not uncommon, it means that - congratulations - your civilization is at war with the goblins.

Note that "neighbours" on that screen are not always "neighbours". Sometimes, you can have an elven civilization as a neighbour while they are on the other side of the world.

Worlds
General
Map
Biomes
Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland
Features
Aquifer · Brook · Deep pit · Island · Magma pool · Passage · Road · Tunnel · Volcano · Waterfall
Underground
Civilization
Sites
Camp · Castle · Cave · Dark fortress · Dark pits · Forest retreat · Fort · Fortress · Hamlet · Hillocks · Labyrinth · Lair · Monastery · Mountain halls · Ruins · Shrine · Tomb · Tower · Town · Vault
Structures
Other