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40d Talk:Civilization

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Revision as of 14:27, 24 November 2008 by Squirrelloid (talk | contribs)
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Note: it seems as if removing any one of these completely (just deleting their entry from the entity_ raw) will cause infinite map rejects; the world generation seems to require (at least?) one of each category. --Nunix 17:50, 8 February 2008 (EST)


I am using small worlds (33x33) for experimenting and the dwarven civ often doesn't have any "leaders" thus no kings - how would a game play out on such a world? Obviously you dont get a liaison, but what about nobles/king? Is there a way to determine if a king is present from the world map alone? Or how "big" a dwarven civ is or smth like that? Could the world even evolve while you play and "produce" a king? --Koltom 23:05, 23 April 2008 (EDT)


So, I've noticed several instances of Evil Dwarf Kingdoms, has anyone else?--Loganis 02:24, 12 November 2008 (EST)

When a settlement of another race is captured, it doesn't change the settlement type on the map even though it does note the race change. This can produce 'Dark Dwarven Fortresses' or even 'Forest Retreats'. The conquering civilization must be able to survive in the terrain type being captured, so you won't see elves leaving the forests or humans heading into mountain ranges. However, since forests can be converted into grasslands, humans seem to enjoy conquering elves and getting them to become pikemasters, wear chainmail, and assume leadership of their towns.--Navian 02:36, 12 November 2008 (EST)

I've got contact with two different human civilizations. I've also noticed two goblin ambush parties that were led by a human (with lots of bone accessories like rings and bracelets). Has Toady made it so more civilizations can raid you? What this game really needs as part of the war arc is a decent diplomacy interface so you can make peace with various civs and get them to send trade caravans (or add a trade arc where you can send your own!). --Squirrelloid 09:27, 24 November 2008 (EST)