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40d:Location

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Revision as of 01:13, 3 December 2007 by Schm0 (talk | contribs) (Deleted statement that assumes the player has a certain technique in mind, verification needed, added links to other pages, added content)
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Starting out in the right location is crucial to not losing (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site.

Embark info.PNG

Surroundings

It's probably a good idea to avoid Haunted, Sinister, and Terrifying biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time. Make sure you've got at least some trees and vegetation.

Make sure you at least have contact with Dwarves; Humans are also good trading partners. If you get those two, you'll probably be around Elves and Goblins too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.

Terrain

Mountain squares will contain certain features, and each world map mountain tile is guaranteed an underground river, a chasm, and pits somewhere in the mountain tiles of the local view[Verify]. Also, mountainous areas are worth looking into for the stone and greater probability of finding magma.

Forest, jungle and swamp tiles with heavy vegetation are also beneficial for their ample supplies of wood.

Water is also a valuable commodity, for the purposes of farming and drinking. Ocean water is not drinkable.

Some biomes will also contain unique types of fauna and flora.

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 iron ores. If you plan to have steel production, you will also need a supply of flux stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.

Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no stone or ore.

Dark gray layers are igneous extrusive. If you want valuable metals like gold and aluminum, these are your best bet.

Water

Farming won't get you much in the middle of a desert. 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

Not as important in the new version, since caravans now bring wood; but 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.

Vegetation

The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the Gather plants designation 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. Sure, you could burn charcoal to fuel your smithies, but the convenience of magma makes it invaluable. 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 basalt, obsidian, gabbro, 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. v0.27.169.33a Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods.

Worlds