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Difference between revisions of "40d:Calendar"

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(→‎Trading: ALL caravans bring wood if you're low on it, but the elves in particular bring objects made of wood)
(From trading page, updated this information)
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Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of <s>fresh cannon fodder</s> new migrants in the year ahead.
 
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of <s>fresh cannon fodder</s> new migrants in the year ahead.
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A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins.
  
  
 
[[Category:World]]
 
[[Category:World]]

Revision as of 16:09, 20 November 2009

The dwarven calendar is used to display dates, and is visible in the upper right corner of the Overall Status screen (z). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of stones, ore, gems and wood. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.

The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average.

Months and seasons

Granite Early- Spring
Slate Mid-
Felsite Late-
* Hematite Early- Summer
* Malachite Mid-
* Galena Late-
Limestone Early- Autumn
Sandstone Mid-
Timber Late-
Moonstone Early- Winter
Opal Mid-
Obsidian Late-

Ages

Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of megabeasts alive and dominant civilizations.

Farming

With the changing seasons come different weather conditions, depending on your climate. A typical temperate mountainside fort will have snow in spring and winter, with warm summers and colourful autumns. The seasons correspond to growing seasons from the farm plot q menu, which dictate what can be grown when during the year. See the List of crops.

Trading

Each season bar winter brings the possibility of traders from one race or another.

The fussy hippie tree lovers elves arrive in Spring with wooden crafts and weapons, cages (often containing exotic animals), various fruits and berries, and rope reed cloth items.

Humans come in Summer with their wagon bursting with supplies, eager for junk stone craft goods.

Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of fresh cannon fodder new migrants in the year ahead.

A goblin caravan may arrive during winter if your civilization is at peace with the goblins.