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Difference between revisions of "40d:War"
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− | '''War''' is a specific state the player is at with another [[civilization]] that may either be present at [[embark]] or be caused during [[fortress mode]] by certain incidents. A proper war will be signaled on the embark screen with " | + | '''War''' is a specific state the player is at with another [[civilization]] that may either be present at [[embark]] or be caused during [[fortress mode]] by certain incidents. A proper war will be signaled on the embark screen with "<span style="color:red;">WAR</span>" and will be denoted in-game on the {{k|c}}ivilization screen. |
The player can be at war with any other race, but not with any [[dwarf|dwarven]] civilization. | The player can be at war with any other race, but not with any [[dwarf|dwarven]] civilization. |
Revision as of 17:20, 9 August 2009
War is a specific state the player is at with another civilization that may either be present at embark or be caused during fortress mode by certain incidents. A proper war will be signaled on the embark screen with "WAR" and will be denoted in-game on the civilization screen.
The player can be at war with any other race, but not with any dwarven civilization.
Starting out at war on embark can be achieved by checking the available dwarven civilizations and the tiles they occupy (blue) for symbols that normally signify settlements of other races. Then move the cursor into a region relatively close by, and start a new fortress. If a fort is started too far away, perhaps into the territory of another civilization of that race, 'war' will disappear.
The general state of hostility most goblins show towards the player, complete with ambushes and sieges, doesn't even count as war. It is signified instead by "--------" on the embark screen.
Causing war
Deliberately killing a civilizations' envoys or traders is usually considered a hostile action. Too many of these actions can cause the civilization to attack the player. It may only take a single diplomat's death to start a war. Not keeping to agreements, clearcutting forests (in the case of elves), seizing whole caravans repeatedly and annoying elven traders by offering them wood till they leave are other aggressive actions that may lead to war.