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Difference between revisions of "40d:Location"
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− | A '''starting location''' (also called a ''starting site'') is a group of map tiles where a | + | A '''starting location''' (also called a ''starting site'') is a group of map tiles where a {{l|dwarf|dwarven}} settlement is located. Starting out in the right location is crucial to not {{l|fun|losing}}. Beginning players have several things to keep in mind when selecting a site. |
− | While Adventure mode can take the player across an entire world map, a starting location is defined by the number of | + | While Adventure mode can take the player across an entire world map, a starting location is defined by the number of {{l|block|area blocks}} that they select when starting a game - they can never explore or expand past those boundaries. |
== Choosing sites == | == Choosing sites == | ||
− | [[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting | + | [[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting {{l|dwarf fortress mode}}, the "Choose Fortress Location" screen allows you to choose your site. The right-hand pane shows its location within the entire generated {{l|world}}; the middle pane ("{{l|Region}}") shows the general {{l|biome|terrain}} types and {{l|civilization}}s in the area; and the left-hand pane shows the "Local" map. The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles). The site you choose must contain at least one non-{{l|mountain}}/{{l|river}} square to be accessible to travelers as well as your settlers. |
− | The far-right pane displays text information about the map tiles you have selected. Sites will usually span more than one | + | The far-right pane displays text information about the map tiles you have selected. Sites will usually span more than one {{l|biome}} type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site). Each biome will be home to different {{l|creatures}} as well as different types of rock and {{l|stone|rock layers}}. |
Pressing {{k|tab}} will show other location information as well: | Pressing {{k|tab}} will show other location information as well: | ||
− | * What civilizations can reach the site (remote sites such as | + | * What civilizations can reach the site (remote sites such as {{l|glacier}}s and {{l|island}}s are often accessible only to dwarven {{l|immigrant}}s and {{l|trade}}rs; all other locations are usually accessible to dwarves, {{l|elves}}, {{l|humans}}, and {{l|goblins}}). |
− | * What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of | + | * What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of {{l|muskox}}es, {{l|mule}}s, {{l|horse}}s or {{l|camel}}s with your {{l|wagon}}. More importantly, when you select your starting equipment or make a trade agreement with the dwarven {{l|Trading|traders}} later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import {{l|flux}} stone, {{l|bituminous coal}} or {{l|bauxite}}, you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of {{l|metal}}s and {{l|meat}} you can buy. |
* The "relative elevation" of the site (useful for seeing how mountainous the terrain is) | * The "relative elevation" of the site (useful for seeing how mountainous the terrain is) | ||
* A "cliff indicator" (useful for the same reason) | * A "cliff indicator" (useful for the same reason) | ||
− | It is recommended to choose the smallest site possible that still contains all the map features you want ( | + | It is recommended to choose the smallest site possible that still contains all the map features you want ({{l|river}}, {{l|magma}}, {{l|trees}}, etc.) Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves {{l|immigration|immigrate}} to the site (see {{l|maximizing framerate}} for more details). |
− | Most of the interesting map features ( | + | Most of the interesting map features ({{l|chasm}}s, {{l|pits}}, {{l|magma}}, {{l|lake}}s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_<feature> options in your init.txt file. This makes good starting sites much easier to find, although it takes away the "surprise" of stumbling upon these features on your own (which may be good or bad, depending on your play style). |
− | Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey. You will then be prompted to choose what | + | Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey. You will then be prompted to choose what {{l|starting builds|starting equipment and skills}} you want them to have (you can also choose to have them start with the default equipment and skills). |
− | The | + | The {{l|pregenerated worlds}} page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each. |
== Surroundings/Climate == | == Surroundings/Climate == | ||
− | If you are relatively new to the game, you will probably want to avoid | + | If you are relatively new to the game, you will probably want to avoid {{l|Haunted}}, {{l|Sinister}}, and {{l|Terrifying}} biomes, as well as extremes of cold and heat, until you get a better handle of the game. These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions. Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by. The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some {{l|trees}} and vegetation on the map. |
− | All of these cautions can be ignored if you are attempting a | + | All of these cautions can be ignored if you are attempting a {{l|fun}} {{l|challenges|challenge}}. |
− | Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress. Make sure you at least have | + | Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress. Make sure you at least have {{l|Civilization|contact}} with {{l|Dwarves}}; {{l|Humans}} are also good {{l|trading}} partners and you will commonly run in the {{l|Elves}} too. {{l|Elves}} are trickier to deal with than {{l|Humans}}, but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits. Antagonistic forces will include {{l|Kobolds}} and {{l|Goblins}} although they may also surprise you by wanting to trade (the {{l|Goblins}}, at least). This antagonism is not definite, however, and any of the {{l|civilization}}s save for your {{l|Dwarves}} have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red "{{l|war|WAR}}" next to that {{l|civilization}}'s listing. |
== Terrain == | == Terrain == | ||
− | + | {{l|Mountain}} squares will contain certain features, and each world map {{l|mountain}} tile is guaranteed an {{l|underground river}}, a {{l|chasm}}, and {{l|pits}} somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the {{l|stone}} and greater probability of finding {{l|magma}}. | |
− | + | {{l|Water}} is also a valuable commodity, for the purposes of {{l|farming}} and {{l|Water#Water_in_Fortress_Mode|drinking}}. {{l|Ocean}} water is not drinkable. (See {{l|#Water |Water}} below.) | |
− | + | {{l|Forest}}, {{l|jungle}} and {{l|swamp}} tiles with heavy vegetation are also beneficial for their ample supplies of {{l|wood}}. (See {{l|#Lumber |Lumber}} below.) | |
− | Some | + | Some {{l|biomes}} will also contain unique types of fauna and flora. (See {{l|#Vegetation|Vegetation}} below.) |
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== Layers == | == Layers == | ||
− | Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most | + | Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most {{l|iron}} {{l|ore}}s and are the only ones containing {{l|bauxite}} and {{l|bituminous coal}}/{{l|lignite}}. If you plan to have {{l|steel}} production, you will also need a supply of {{l|flux}} stones. Since flux stones are almost always confined to their own layers, keep an eye out for them; conveniently, most flux stones are also sedimentary, so you can satisfy both requirements at once by embarking in a region with layers of {{l|chalk}}, {{l|limestone}}, or {{l|dolomite}}. |
− | Any layer listed in brown is top | + | Any layer listed in brown is top{{l|soil}}. It can be used for farming even without water, but it only rarely contains small amounts of {{l|stone}} or {{l|ore}}. |
− | Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable | + | Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable {{l|metal}}s like {{l|gold}} and {{l|aluminum}}, these are your best bet. |
== Water == | == Water == | ||
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== Lumber == | == Lumber == | ||
− | The amount of | + | The amount of {{l|tree}}s in the selected {{l|biome}} will be listed on the right hand side of your location selection screen. {{l|Treeless}} maps should be avoided by new players. |
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down. Just because the biome says "heavily forested" doesn't mean you will actually have trees. | Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down. Just because the biome says "heavily forested" doesn't mean you will actually have trees. | ||
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== Vegetation == | == Vegetation == | ||
− | The local flora can be a good source of | + | The local flora can be a good source of {{l|seed}}s, {{l|alcohol}}, and {{l|food}} for a just started fortress. Use the {{l|Gather plants}} {{l|designation}} to collect them for use. |
=== Magma === | === Magma === | ||
− | Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no [[fuel]] (except when making [[steel]]), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like | + | Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no [[fuel]] (except when making [[steel]]), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like {{l|basalt}}, {{l|obsidian}}, {{l|gabbro}}, and so on. |
=== Towns === | === Towns === | ||
− | Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful | + | Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful {{l|wood}} (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt {{l|furniture}} and ready to sell trade goods. This does not apply to {{l|goblin}}s. |
== Location Size == | == Location Size == | ||
− | Each tile on the "Local" map is 48x48 tiles. The | + | Each tile on the "Local" map is 48x48 tiles. The {{l|Z-level}} size depends on the elevation. The maximum Z-level is +15 above the highest peak and the minimum is -15 below the lowest valley. {{verify}} |
− | Keep this in mind when planning for | + | Keep this in mind when planning for {{l|Mega_construction}}s |
{{World}} | {{World}} |
Revision as of 21:10, 2 April 2010
This article is about an older version of DF. |
A starting location (also called a starting site) is a group of map tiles where a Template:L settlement is located. Starting out in the right location is crucial to not Template:L. Beginning players have several things to keep in mind when selecting a site.
While Adventure mode can take the player across an entire world map, a starting location is defined by the number of Template:L that they select when starting a game - they can never explore or expand past those boundaries.
Choosing sites
When starting Template:L, the "Choose Fortress Location" screen allows you to choose your site. The right-hand pane shows its location within the entire generated Template:L; the middle pane ("Template:L") shows the general Template:L types and Template:Ls in the area; and the left-hand pane shows the "Local" map. The umkh and UMKH keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles). The site you choose must contain at least one non-Template:L/Template:L square to be accessible to travelers as well as your settlers.
The far-right pane displays text information about the map tiles you have selected. Sites will usually span more than one Template:L type; to see the information on each biome, press the function keys (F1 through F8, depending on how many biomes are contained in your site). Each biome will be home to different Template:L as well as different types of rock and Template:L.
Pressing tab will show other location information as well:
- What civilizations can reach the site (remote sites such as Template:Ls and Template:Ls are often accessible only to dwarven Template:Ls and Template:Lrs; all other locations are usually accessible to dwarves, Template:L, Template:L, and Template:L).
- What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of Template:Les, Template:Ls, Template:Ls or Template:Ls with your Template:L. More importantly, when you select your starting equipment or make a trade agreement with the dwarven Template:L later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import Template:L stone, Template:L or Template:L, you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of Template:Ls and Template:L you can buy.
- The "relative elevation" of the site (useful for seeing how mountainous the terrain is)
- A "cliff indicator" (useful for the same reason)
It is recommended to choose the smallest site possible that still contains all the map features you want (Template:L, Template:L, Template:L, etc.) Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves Template:L to the site (see Template:L for more details).
Most of the interesting map features (Template:Ls, Template:L, Template:L, Template:Ls, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_<feature> options in your init.txt file. This makes good starting sites much easier to find, although it takes away the "surprise" of stumbling upon these features on your own (which may be good or bad, depending on your play style).
Once you have chosen the tiles you want for your site, press e to have your settlers embark on their journey. You will then be prompted to choose what Template:L you want them to have (you can also choose to have them start with the default equipment and skills).
The Template:L page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.
Surroundings/Climate
If you are relatively new to the game, you will probably want to avoid Template:L, Template:L, and Template:L biomes, as well as extremes of cold and heat, until you get a better handle of the game. These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions. Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by. The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some Template:L and vegetation on the map.
All of these cautions can be ignored if you are attempting a Template:L Template:L.
Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress. Make sure you at least have Template:L with Template:L; Template:L are also good Template:L partners and you will commonly run in the Template:L too. Template:L are trickier to deal with than Template:L, but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits. Antagonistic forces will include Template:L and Template:L although they may also surprise you by wanting to trade (the Template:L, at least). This antagonism is not definite, however, and any of the Template:Ls save for your Template:L have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red "Template:L" next to that Template:L's listing.
Terrain
Template:L squares will contain certain features, and each world map Template:L tile is guaranteed an Template:L, a Template:L, and Template:L somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the Template:L and greater probability of finding Template:L.
Template:L is also a valuable commodity, for the purposes of Template:L and Template:L. Template:L water is not drinkable. (See Template:L below.)
Template:L, Template:L and Template:L tiles with heavy vegetation are also beneficial for their ample supplies of Template:L. (See Template:L below.)
Some Template:L will also contain unique types of fauna and flora. (See Template:L below.)
Another consideration is elevation range. The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area. The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.
Layers
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are sedimentary layers, which have the most Template:L Template:Ls and are the only ones containing Template:L and Template:L/Template:L. If you plan to have Template:L production, you will also need a supply of Template:L stones. Since flux stones are almost always confined to their own layers, keep an eye out for them; conveniently, most flux stones are also sedimentary, so you can satisfy both requirements at once by embarking in a region with layers of Template:L, Template:L, or Template:L.
Any layer listed in brown is topTemplate:L. It can be used for farming even without water, but it only rarely contains small amounts of Template:L or Template:L.
Dark gray layers are igneous extrusive. If you want valuable Template:Ls like Template:L and Template:L, these are your best bet.
Water
Farming won't get you much in the middle of a desert, though you can farm directly on sand. Try to find an area with a brook -- larger water sources can hinder mining. If the game warns you that you've selected an area with an aquifer, pay attention: it's likely going to be very difficult to get through it to the stone below.
Currently a permanent source of water isn't required because farms don't dry out; this is expected to change. If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud – water levels of 1/7 can be ignored when placing the farm plot.
Lumber
The amount of Template:Ls in the selected Template:L will be listed on the right hand side of your location selection screen. Template:L maps should be avoided by new players.
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down. Just because the biome says "heavily forested" doesn't mean you will actually have trees.
Vegetation
The local flora can be a good source of Template:Ls, Template:L, and Template:L for a just started fortress. Use the Template:L Template:L to collect them for use.
Magma
Unlike in previous versions, you aren't guaranteed to find a source of magma, unless you have a volcano or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no fuel (except when making steel), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like Template:L, Template:L, Template:L, and so on.
Towns
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. v0.27.176.38c Also, their buildings provide plentiful Template:L (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt Template:L and ready to sell trade goods. This does not apply to Template:Ls.
Location Size
Each tile on the "Local" map is 48x48 tiles. The Template:L size depends on the elevation. The maximum Z-level is +15 above the highest peak and the minimum is -15 below the lowest valley. [Verify]
Keep this in mind when planning for Template:Ls
Worlds | |
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Badlands · Desert · Flatland · Forest · Glacier · Lake · Marsh · Mountain · Murky pool · Ocean · River · Rocky wasteland · Sand desert · Swamp · Tundra |