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Difference between revisions of "Civilization"

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A '''civilization''' is a nation, with settlements and a capital city.
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A '''civilization''' is an organized society formed by a group of distinct, intelligent [[creature]]s. Civilizations are characterized by recognizable symbols, arts, and [[language]], communities possessing common [[ethic]]s and [[value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].
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 [[location|site selection]] screen. Different civilizations can have different items available when you [[embark]]. You will be forced to [[modding|mod]] if you wish to play as any other race.
 
  
==Types==
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When you start a game in [[fortress mode]], there are typically one or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations will have different items available when you [[embark]].
  
===Mountain Civilization (The [[dwarf|dwarves]])===
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Only dwarven civilizations are playable, and the ability to play other civilizations requires [[modding]].
  
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.
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==Types of civilizations==
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.
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===Mountain===
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The '''mountain civilization''' is established by the [[dwarf|dwarves]] {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. They are the most familiar to players and non-players of Dwarf Fortress. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.
  
=== Plains Civilization (The [[human]]s)===
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===Plains===
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The '''plains civilization''' is established by the [[human]]s {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.
  
Plains civilizations build wooden [[town]]s and farming [[hamlet]]s in the lowlands.
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===Forest===
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.
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The '''forest civilization''' is established by the <s>hippie</s> [[elf|elves]] {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.
  
=== <s>Hippie</s> Forest Civilization (The [[elf|elves]])===
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===Evil===
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The '''evil civilization''' is established by the [[goblin]]s {{Tile|g|7:0}}. Evil civilizations are keen on going to war and <s>rescuing</s> [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.
  
Forest civilizations build [[forest retreat]]s, large outdoor structures of trees planted in rows, in the middle of heavily forested areas.
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Evil civilizations are actually formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map.
 
  
=== Evil Civilization (The [[goblin]]s)===
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===Skulking===
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The '''skulking civilization''' is established by the [[kobold]]s {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.
  
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>rescuing</s> kidnapping children from other civilizations. These evil settlements can be connected via tunnels during World Generation.
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===Subterranean animal peoples===
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Unnamed tribes spawn in deep [[cavern]]s underground and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:
  
=== Skulking Civilization (The [[kobold]]s)===
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*{{Tile|a|6:0}} [[Amphibian man]]
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*{{Tile|a|0:1}} [[Antman]]
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*{{Tile|b|0:1}} [[Bat man]]
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*{{Tile|f|7:1}} [[Cave fish man]]
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*{{Tile|s|0:1}} [[Cave swallow man]]
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*{{Tile|o|7:1}} [[Olm man]]
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*{{Tile|r|2:0}} [[Reptile man]]
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*{{Tile|r|0:1}} [[Rodent man]]
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*{{Tile|s|7:1}} [[Serpent man]]
  
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.
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==Dead and struggling 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 [[Caverns|underground]], forming small camps. The creatures that form these civilizations are the following:
 
*[[Amphibian man]]
 
*[[Antman]]
 
*[[Bat man]]
 
*[[Cave fish man]]
 
*[[Cave swallow man]]
 
*[[Olm man]]
 
*[[Reptile man]]
 
*[[Rodent man]]
 
*[[Serpent man]]
 
 
 
==Dead and Struggling Civilizations==
 
 
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.
 
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.
  
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*No dwarven caravans, ever.
 
*No dwarven caravans, ever.
 
*No monarch in the fortress or out in the world, ever.
 
*No monarch in the fortress or out in the world, ever.
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including Kobolds.
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*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.
  
Note that civilizations can be struggling even though they should, by normal logic, be dead, such as having had no living members or sites for 1000 years.
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Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}}
  
 
==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}}.
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in fortress mode, civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}}. 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.
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The {{Tile|P|2:1}} or {{Tile|W|4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at "peace" with them) and {{Tile|W|4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|4:1}} (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.
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Be aware that "neighbors" on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far side of the world.
  
 
{{World}}
 
{{World}}
 
{{Category|World}}
 
{{Category|World}}

Revision as of 07:26, 26 September 2017

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

A civilization is an organized society formed by a group of distinct, intelligent creatures. Civilizations are characterized by recognizable symbols, arts, and language, communities possessing common ethics and values, the development of advanced sites and structures, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the environment, and the creation of complex relationships between other entities, which can result in global networks of trade, the sharing of knowledge, and conflicts due to disagreements, which may break out into war.

When you start a game in fortress mode, there are typically one 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 will have different items available when you embark.

Only dwarven civilizations are playable, and the ability to play other civilizations requires modding.

Types of civilizations

Mountain

The mountain civilization is established by the dwarves . Mountain civilizations centralize in industry, alcohol, mining deep, producing ☼masterful crafts☼, and creating pretty epic stories. They are the most familiar to players and non-players of Dwarf Fortress. Mountain civilizations build great fortresses on the edge of mountain ranges, smaller hillocks in the hill-lands, and mountain halls deep in the mountain. Fortresses and mountain halls are connected by roads and underground tunnels.

Plains

The plains civilization is established by the humans U. Humans are the most variable out of all the civilizations. Plains civilizations build vast towns and rural hamlets in low plains near bodies of water. Broad roads connect nearby towns together.

Forest

The forest civilization is established by the hippie elves e. Forest civilizations are firmly devoted to the protection and well-being of nature, including trees. Especially trees. Harming of plants (most importantly trees) is considered an unspeakable act of crime. Forest civilizations build forest retreats made of large, outdoor structures of living trees in wooded areas.

Evil

The evil civilization is established by the goblins g. Evil civilizations are keen on going to war and rescuing kidnapping innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister dark fortresses and blot the land with dark pits.

Evil civilizations are actually formed by certain supernatural beings from an eerie place.

Skulking

The skulking civilization is established by the kobolds k. Skulking civilizations steal items from nearby civilizations and stay distant from other affairs. Skulking civilizations populate natural caves. Cave residents do not show as neighbors on the embark screen, and in default world-gen settings, the caves themselves are hidden from the map.

Subterranean animal peoples

Unnamed tribes spawn in deep caverns underground and are populated by various humanoids resembling animals, forming small, crude camps. Unlike other civilizations, they do not appear in the civilizations screen. Creatures that form underground civilizations are as follows:

Dead and struggling civilizations

When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.

In Fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization. If you are embarking as a dead or struggling civilization you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:

Struggling

  • Dwarven caravan may appear, but may also be absent for one or several years at a time.
  • The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.
  • Migrants should arrive as normal.
  • Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.
  • A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.

Dead

  • All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.
  • Only two migrant waves, no more.
  • No dwarven caravans, ever.
  • No monarch in the fortress or out in the world, ever.
  • Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.

Civilizations can be struggling even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.Bug:9503

In-game

in fortress mode, civilizations that you have been in contact with (either by trade or war) can be viewed by pressing c. 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 civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. P indicates peace (note for goblins, you will still get sieges even if you are at "peace" with them) and W indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is W (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins.

Be aware that "neighbors" on the screen are not necessarily close neighbors, they are merely civilizations that have been contacted with yours. Your civilization may have connections with another civilization that are found on the far 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