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 "Tundra"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Removing {{migrated article}})
Line 29: Line 29:
 
* [[Blizzard man]]
 
* [[Blizzard man]]
 
* [[Ice wolf]]
 
* [[Ice wolf]]
 +
 +
{{Translation
 +
| dwarven = kekath
 +
| elvish  = zepave
 +
| goblin  = strasnu
 +
| human  = tor
 +
}}
  
 
{{World|Biomes}}
 
{{World|Biomes}}

Revision as of 10:29, 9 February 2015

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

Some elk wandering through a desolate tundra.

Tundra is a very cold and mostly flat biome.

Tundras are essentially a freezing grassland, with no above ground flora of any kind, and no above ground water sources. Unlike glaciers, they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the tundra. Lakes and oceans in the same climatic region will be frozen over and exist as a glacier. All of these water features may be frozen year-round.

Embarking in a site with overlapping biomes may result in a river that only exists outside of the tundra. Such rivers will begin to flow normally when the temperature rises high enough, possibly causing the downstream end (if there is one) to drain off the map completely. Channeling should fix this temporarily (although the river will freeze again eventually).

Above ground crops will generally NOT be growable, even in an underground "greenhouse". That said, if you have non-dwarven neighbors, they will still bring above ground plants, but you will be unable to do anything with the resulting seeds other than cooking or trading them.

Fortress construction

If you plan to start a fortress on a tundra, find a cavern as soon as possible for wood and water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground to the depot, to encourage merchants to use it and to protect them from said cold.

Caverns are vital, as they are the only source of wood apart from trading. They also give easy access to water, which you would otherwise need to melt ice for.

Wildlife

Appearing in neutral tundras:

Also appearing in evil tundras:

"Tundra" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: kekath
Elven: zepave
Goblin: strasnu
Human: tor
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