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Difference between revisions of "40d:Region"
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A '''region''' is an area of the world that you may select when choosing a location for your fort. | A '''region''' is an area of the world that you may select when choosing a location for your fort. | ||
− | Each region is made up of several | + | Each region is made up of several {{L|biomes}} affecting available flora and fauna. A region also has one or more {{L|climate}}s, and may be in the presence of {{L|Regions#Surroundings|good}} or {{L|Regions#Surroundings|evil}} {{L|civilization}}s. Maybe most importantly, a region also usually contains several differing "stacks" of stone {{L|layer}}s that may or may not map with the biomes. Some information on what the region contains can be gathered from the {{L|Map legend}}. |
− | '''Surroundings''' affect the types of | + | '''Surroundings''' affect the types of {{L|plant}} life, wild {{L|animals}} and {{L|creatures}} which will appear in play within a given biome. It is possible to start a {{L|fortress}} that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife. |
− | One region occupies one tile (represented by a single | + | One region occupies one tile (represented by a single {{L|Map legend|character/icon}}) in the middle embark map (accordingly titled ''Region'') and is shown in detail in the left ''Local'' map where you pick your precise {{L|Location|actual site map}} from the area blocks shown there. There are 256x256 = 65536 regions in a large world. Each one is composed of 16x16 = 256 '''blocks''' (or '''area blocks''', as shown on the Local map) of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total ''before'' you take Z-layers into account. |
== Choosing Regions pre-embark == | == Choosing Regions pre-embark == | ||
− | When starting a new fortress, the game allows you to choose almost any regions on the world map. Different regions have different | + | When starting a new fortress, the game allows you to choose almost any regions on the world map. Different regions have different {{L|creatures}}, {{L|tree}}s (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of {{L|water}} (fresh or salt), and alignments ranging from good to evil and benign to savage. |
A rough list of region types follows. The combination of these factors help make each game unique. | A rough list of region types follows. The combination of these factors help make each game unique. | ||
== Biomes == | == Biomes == | ||
− | ''See | + | ''See {{L|biomes}} for a complete list of combinations.'' |
− | * | + | * {{L|Mountain}} |
− | * | + | * {{L|Temperate}} |
− | * | + | * {{L|Tropical}} |
− | * | + | * {{L|Broadleaf forest}} |
− | * | + | * {{L|Conifer forest}} |
− | * | + | * {{L|Savanna}} |
− | * | + | * {{L|Shrubland}} |
− | * | + | * {{L|Sand desert}} |
− | * | + | * {{L|Tundra}} |
=== Temperature/Climate === | === Temperature/Climate === | ||
− | ''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- | + | ''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- {{L|dragon}}s will get you.'' |
* Freezing | * Freezing | ||
* Cold | * Cold | ||
Line 34: | Line 34: | ||
* Scorching | * Scorching | ||
− | In colder | + | In colder {{L|climate|environments}}, surface water will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to extremities if outside too long (oddly enough, this tends to cause bleeding to death). |
− | In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no | + | In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no {{L|brook}} or {{L|river}} then there may be no source of water after a few months). Hot enough climates can even cause any exposed alcohol to boil away. |
=== Trees === | === Trees === | ||
− | '' | + | ''{{L|Tree}}s are good for {{L|wood}}.'' |
* <span style="background-color:black;color:Red;font-family:Courier New"> None </span> | * <span style="background-color:black;color:Red;font-family:Courier New"> None </span> | ||
* <span style="background-color:black;color:Yellow;font-family:Courier New"> Scarce </span> | * <span style="background-color:black;color:Yellow;font-family:Courier New"> Scarce </span> | ||
Line 46: | Line 46: | ||
=== Other Vegetation === | === Other Vegetation === | ||
− | ''Other means | + | ''Other means {{L|shrub}}s and bushes, or maybe cacti.'' |
* <span style="background-color:black;color:Red;font-family:Courier New"> None </span> | * <span style="background-color:black;color:Red;font-family:Courier New"> None </span> | ||
* <span style="background-color:black;color:Yellow;font-family:Courier New"> Scarce </span> | * <span style="background-color:black;color:Yellow;font-family:Courier New"> Scarce </span> | ||
Line 53: | Line 53: | ||
== Surroundings == | == Surroundings == | ||
− | Surroundings affect the types of plant life and wild | + | Surroundings affect the types of plant life and wild {{L|animals}} which will appear in play. It is easily possible to start in a local region containing multiple alignments. |
Line 67: | Line 67: | ||
− | Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present (somewhere) on the map. The | + | Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present (somewhere) on the map. The {{L|creatures}} article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment. Note that most creatures also require a specific {{L|climate}} to spawn in. Again, it's important to check the specific biomes making up your site. Once a {{L|creature}} spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes. |
===Neutral=== | ===Neutral=== | ||
− | '''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife depending on the area. They can be quite dangerous depending on the region (much like the real world), holding anything from generally non-aggressive but physically powerful enemies such as | + | '''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife depending on the area. They can be quite dangerous depending on the region (much like the real world), holding anything from generally non-aggressive but physically powerful enemies such as {{L|gorilla}}s and {{L|elephants}} to the very aggressive and very dangerous {{L|giant eagle}}. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms. You'll find most of the standard aboveground plants in these alignments, such as {{L|prickle berries}}, {{L|rope reed}}, {{L|wild strawberries}} and the like. |
===Good=== | ===Good=== | ||
− | '''Good''' biomes tend to have less aggressive and weaker | + | '''Good''' biomes tend to have less aggressive and weaker {{L|creatures}}, exception made for the pain-in-the-ass {{L|unicorn}}. Good regions also support the wild {{L|sun berry}}, which makes the best {{L|booze}} in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. |
=====Distinctive flora & fauna===== | =====Distinctive flora & fauna===== | ||
− | * Animals: | + | * Animals: {{L|mountain gnome}}, {{L|satyr}}, {{L|unicorn}}, {{L|merperson}} |
− | * Plants: | + | * Plants: {{L|sun berry}} |
− | * Trees: | + | * Trees: {{L|Tree#List_of_Trees|feather tree}} |
− | * Vermin: | + | * Vermin: {{L|fluffy wambler}}, {{L|fairy}}, {{L|pixie}} |
===Evil=== | ===Evil=== | ||
− | '''Evil''' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other | + | '''Evil''' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other {{L|creatures}} that are nasty, dangerous, and spiteful such as {{L|beak dog}}s, {{L|harpy|harpies}}, and {{L|ogre}}s, ''Evil'' regions modify their ''Neutral'' base by infecting many (but not all) of the indigenous {{L|creatures}} with various forms of {{L|undead|undeath}}. {{L|Undead}} have a resistance to piercing attacks (precluding Crossbow-heavy defenses) and are always far more aggressive than their living counterparts, and they leave a fraction of the corpse benefits (zombies fall down rotten and are unbutcherable, skeletons only leave bones). Clearly, hunting undead animals is pointless, and finding kills in a countryside crawling with {{L|undead}} is outstandingly dangerous. {{L|Undead}} shrubs are useless for gathering, too. Also, fish can be infected with undeath, and can even walk on land to attack fishermen. Even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only. |
=====Distinctive flora & fauna===== | =====Distinctive flora & fauna===== | ||
− | * Animals: | + | * Animals: {{L|ogre}}, {{L|dark gnome}}, {{L|beak dog}}, {{L|foul blendec}}, {{L|grimeling}}, {{L|werewolf}}, {{L|harpy}}, {{L|troll}}, {{L|strangler}}, {{L|nightwing}}, {{L|ice wolf}}, {{L|blizzard man}}, {{L|sea monster}} |
− | * Plants: | + | * Plants: {{L|sliver barb}} |
− | * Trees: | + | * Trees: {{L|Tree#List_of_Trees|glumprong}} |
− | * Vermin: | + | * Vermin: {{L|demon rat}}, {{L|blood gnat}}, {{L|knuckle worm}}, {{L|phantom spider}} |
===Savage=== | ===Savage=== | ||
Line 94: | Line 94: | ||
=====Distinctive flora & fauna===== | =====Distinctive flora & fauna===== | ||
− | * Animals: | + | * Animals: {{L|giant eagle}}, {{L|giant cheetah}}, {{L|giant leopard}}, {{L|giant jaguar}}, {{L|giant tiger}}, {{L|giant lion}}, {{L|tigerman}}, {{L|slugman}}, {{L|snailman}}, {{L|leechman}}, {{L|giant desert scorpion}}, {{L|sasquatch}}, {{L|sea serpent}} |
− | * Plants: | + | * Plants: {{L|whip vine}} |
− | * Trees: | + | * Trees: {{L|Tree#List_of_Trees|highwood}} |
− | * Vermin: | + | * Vermin: {{L|two-legged rhino lizard}}, {{L|moghopper}}, {{L|fox squirrel}}, {{L|acorn fly}} |
==See also== | ==See also== | ||
− | * | + | * {{L|Biomes}} |
− | :* | + | :*{{L|Embark}} |
Revision as of 16:50, 12 April 2010
This article is about an older version of DF. |
A region is an area of the world that you may select when choosing a location for your fort.
Each region is made up of several Template:L affecting available flora and fauna. A region also has one or more Template:Ls, and may be in the presence of Template:L or Template:L Template:Ls. Maybe most importantly, a region also usually contains several differing "stacks" of stone Template:Ls that may or may not map with the biomes. Some information on what the region contains can be gathered from the Template:L.
Surroundings affect the types of Template:L life, wild Template:L and Template:L which will appear in play within a given biome. It is possible to start a Template:L that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
One region occupies one tile (represented by a single Template:L) in the middle embark map (accordingly titled Region) and is shown in detail in the left Local map where you pick your precise Template:L from the area blocks shown there. There are 256x256 = 65536 regions in a large world. Each one is composed of 16x16 = 256 blocks (or area blocks, as shown on the Local map) of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total before you take Z-layers into account.
Choosing Regions pre-embark
When starting a new fortress, the game allows you to choose almost any regions on the world map. Different regions have different Template:L, Template:Ls (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of Template:L (fresh or salt), and alignments ranging from good to evil and benign to savage.
A rough list of region types follows. The combination of these factors help make each game unique.
Biomes
See Template:L for a complete list of combinations.
Temperature/Climate
Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- Template:Ls will get you.
- Freezing
- Cold
- Temperate
- Warm
- Hot
- Scorching
In colder Template:L, surface water will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to extremities if outside too long (oddly enough, this tends to cause bleeding to death). In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no Template:L or Template:L then there may be no source of water after a few months). Hot enough climates can even cause any exposed alcohol to boil away.
Trees
Template:Ls are good for Template:L.
- None
- Scarce
- Sparse
- Woodland
- Heavily forested
Other Vegetation
Other means Template:Ls and bushes, or maybe cacti.
- None
- Scarce
- Moderate
- Thick
Surroundings
Surroundings affect the types of plant life and wild Template:L which will appear in play. It is easily possible to start in a local region containing multiple alignments.
Benign Neutral Savage Good Serene Mirthful Joyous Wilds Neutral Calm Wilderness Untamed Wilds Evil Sinister Haunted Terrifying
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present (somewhere) on the map. The Template:L article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment. Note that most creatures also require a specific Template:L to spawn in. Again, it's important to check the specific biomes making up your site. Once a Template:L spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
Neutral
Neutral regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife depending on the area. They can be quite dangerous depending on the region (much like the real world), holding anything from generally non-aggressive but physically powerful enemies such as Template:Ls and Template:L to the very aggressive and very dangerous Template:L. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the dominating climate and landforms. You'll find most of the standard aboveground plants in these alignments, such as Template:L, Template:L, Template:L and the like.
Good
Good biomes tend to have less aggressive and weaker Template:L, exception made for the pain-in-the-ass Template:L. Good regions also support the wild Template:L, which makes the best Template:L in the game. There are generally slight changes between Benign Good and Savage Good.
Distinctive flora & fauna
- Animals: Template:L, Template:L, Template:L, Template:L
- Plants: Template:L
- Trees: Template:L
- Vermin: Template:L, Template:L, Template:L
Evil
Evil regions are more dangerous than their Neutral and Good counterparts across the board. At their root, Evil regions are modified Neutral regions. In addition to a pack of other Template:L that are nasty, dangerous, and spiteful such as Template:Ls, Template:L, and Template:Ls, Evil regions modify their Neutral base by infecting many (but not all) of the indigenous Template:L with various forms of Template:L. Template:L have a resistance to piercing attacks (precluding Crossbow-heavy defenses) and are always far more aggressive than their living counterparts, and they leave a fraction of the corpse benefits (zombies fall down rotten and are unbutcherable, skeletons only leave bones). Clearly, hunting undead animals is pointless, and finding kills in a countryside crawling with Template:L is outstandingly dangerous. Template:L shrubs are useless for gathering, too. Also, fish can be infected with undeath, and can even walk on land to attack fishermen. Even Benign Evil is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.
Distinctive flora & fauna
- Animals: Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L
- Plants: Template:L
- Trees: Template:L
- Vermin: Template:L, Template:L, Template:L, Template:L
Savage
Savage surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the creatures found therein. A savage Good region is called Joyous Wilds, a savage Neutral region is called Untamed Wilds, and a savage Evil region is called (and can be truly) Terrifying.
Distinctive flora & fauna
- Animals: Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L
- Plants: Template:L
- Trees: Template:L
- Vermin: Template:L, Template:L, Template:L, Template:L