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Difference between revisions of "Alliance"
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In [[world generation]], [[civilization]]s may form '''alliances''' to stave off [[necromancer]] and [[evil]] invasions. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like [[goblin]]s and the [[undead]]), they can join up, for as long as feels necessary, and beyond, if they get along. This has the effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market in an attempt to get a 'snowball' going. This causes an alliance to be formed, and the necromancer is subsequently defeated. | In [[world generation]], [[civilization]]s may form '''alliances''' to stave off [[necromancer]] and [[evil]] invasions. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like [[goblin]]s and the [[undead]]), they can join up, for as long as feels necessary, and beyond, if they get along. This has the effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market in an attempt to get a 'snowball' going. This causes an alliance to be formed, and the necromancer is subsequently defeated. |
Revision as of 00:18, 21 December 2022
This article was migrated from DF2014:Alliance and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
In world generation, civilizations may form alliances to stave off necromancer and evil invasions. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like goblins and the undead), they can join up, for as long as feels necessary, and beyond, if they get along. This has the effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market in an attempt to get a 'snowball' going. This causes an alliance to be formed, and the necromancer is subsequently defeated.
Alliances only seem to play a role in the wider world. In fortress mode, allied and non-allied peaceful civilizations are identical in behavior when interacting with the player.