- 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.
23a:Region
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 a Template:L affecting available flora and fauna. A region also has a Template:L, and may be in the presence of Template:L or Template:L Template:Ls. Some information on what the region contains can be gathered from the Template:L.
Surroundings affect the types of Template:L life, wild Template:Ls and Template:Ls which will appear in play within a given biome.
Choosing Regions pre-embark
When starting a new fortress, the game allows you to select one of about 50 regions on the world map, all bordering various mountain ranges and generally in the vicinity of a river. Different regions have different Template:Ls, Template:Ls (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of Template:L, 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:Ls 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, the river 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, murky pools may dry up, so if there is no Template:L then there may be no source of water after a few months).
Trees
Template:Ls are chopped down for Template:L, a very versatile building material.
- None
- Scarce
- Sparse
- Woodland
- Heavily Forested
Other Vegetation
Other means Template:Ls and bushes. These can be harvested for food.
- None
- Scarce
- Moderate
- Thick
Surroundings
Surroundings affect the types of wild Template:Ls which will appear in play.
Benign Neutral Savage Good Serene Peaceful Protected Wilds Neutral Calm Wilderness Untamed Wilds Evil Sinister Haunted Terrifying
Some animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. The Template:Ls 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 biome making up your site.
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 to the very aggressive and very dangerous Template:Ls. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the climate.
Good
Good biomes tend to have less aggressive and weaker Template:Ls. There are generally slight changes between Benign Good and Savage Good.
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:Ls 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:Ls 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 for food is pointless, and finding kills in a countryside crawling with Template:L is outstandingly dangerous. Template:L shrubs are useless for gathering, too. 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.
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 Protected Wilds, a savage Neutral region is called Untamed Wilds, and a savage Evil region is called (and can be truly) Terrifying.
Distinctive fauna
- Animals: Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L
- Vermin: Template:L, Template:L