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A ''region'' is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a large world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total ''before'' you take Z-layers into account.
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 several [[biome]]s affecting available flora and fauna. A region also has one or more [[climate]]s, and may be in the presence of [[Regions#Surroundings|good]] or [[Regions#Surroundings|evil]] [[civilization]]s. Maybe most importantly, a region also usually contains several differing "stacks" of stone [[layer]]s that may or may not map with the biomes. Some information on what the region contains can be gathered from the [[Map legend]].
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Each region is made up of several [[biomes]] affecting available flora and fauna. A region also has a [[climate]], and may be in the presence of [[good]] or [[evil]] [[civilization]]s. Some information on what the region contains can be gathered from the [[Map legend]].
  
'''Surroundings''' affect the types of [[plant]] life, wild [[animal]]s and [[creature]]s which will appear in play within a given biome.  It is possible to start a [[fortress]] that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
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== Choosing a Region ==
 
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When starting a new fortress, the game allows you to choose almost any regions on the [[world map]]. Different regions have different [[creatures]], [[tree]]s, or no trees, (depending on how mountainous the region is), different climates, maybe a source of [[water]], and either good or evil alignment.
One region occupies one tile (represented by a single [[Map legend|character/icon]]) in the middle embark map (accordingly titled ''Region'') and is shown in detail in the left ''Local'' map where you pick your precise [[Location|actual site map]] from the area blocks shown there. There are 256x256 = 65536 regions in a large world. Each one is composed of 16x16 = 256 '''blocks''' (or '''area blocks''', as shown on the Local map) of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total ''before'' you take Z-layers into account.
 
 
 
== Choosing Regions pre-embark ==
 
When starting a new fortress, the game allows you to choose almost any regions on the world map. Different regions have different [[creature]]s, [[tree]]s (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of [[water]] (fresh or salt), 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.  
 
A rough list of region types follows. The combination of these factors help make each game unique.  
  
== Biomes ==
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=== Summary of Biomes ===
''See [[biome]]s for a complete list of combinations.''
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''See [[biomes]] for a complete list of combinations.''
 
* [[Mountain]]
 
* [[Mountain]]
 
* [[Temperate]]
 
* [[Temperate]]
 
* [[Tropical]]
 
* [[Tropical]]
 
* [[Broadleaf forest]]
 
* [[Broadleaf forest]]
* [[Coniferous forest]]
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* [[Conifer forest]]
 
* [[Savanna]]
 
* [[Savanna]]
 
* [[Shrubland]]
 
* [[Shrubland]]
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* [[Tundra]]
 
* [[Tundra]]
  
=== Temperature/Climate ===
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=== Temperature ===
 
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- [[dragon]]s will get you.''
 
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- [[dragon]]s will get you.''
 
* Freezing
 
* Freezing
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* Scorching
 
* Scorching
  
In colder [[climate|environments]], surface water 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).
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In colder [[climate|environments]], surface water will freeze for more of the year.
In hotter environments, surface water may evaporate faster than it is replaced by rainfall (so if there is no [[brook]] or [[river]] then there may be no source of water after a few months). Hot enough climates can even cause any exposed alcohol to boil away.
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In hotter environments, surface water may evaporate faster than it is replaced by rainfall. (so if there is no [[brook]] or [[river]] then there may be no source of water after a few months)
  
 
=== Trees ===
 
=== Trees ===
''[[Tree]]s are chopped down for [[wood]], a very versatile building material.''
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''[[Tree]]s are good for [[wood]].''
 
* <span style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</span>
 
* <span style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</span>
 
* <span style="background-color:black;color:Yellow;font-family:Courier New">&nbsp;Scarce&nbsp;</span>
 
* <span style="background-color:black;color:Yellow;font-family:Courier New">&nbsp;Scarce&nbsp;</span>
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=== Other Vegetation ===
 
=== Other Vegetation ===
''Other means [[shrub]]s and bushes, or maybe cacti. These can be harvested for food and seeds.''
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''Other means [[shrub]]s and bushes, or maybe cacti.''
 
* <span style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</span>
 
* <span style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</span>
 
* <span style="background-color:black;color:Yellow;font-family:Courier New">&nbsp;Scarce&nbsp;</span>
 
* <span style="background-color:black;color:Yellow;font-family:Courier New">&nbsp;Scarce&nbsp;</span>
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* <span style="background-color:black;color:Lime;font-family:Courier New">&nbsp;Thick&nbsp;</span>
 
* <span style="background-color:black;color:Lime;font-family:Courier New">&nbsp;Thick&nbsp;</span>
  
== Surroundings ==
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=== Surroundings ===
Surroundings affect the types of plant life and wild [[animal]]s which will appear in play. It is easily possible to start in a local region containing multiple alignments.
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[[Surroundings]] affect the types of plant life and wild [[animals]] which will appear in play. It is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).
  
 
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{| style="border: 0px; padding: 0px; margin: 0px; background: black"
:::::{| style="border: 0px; padding: 0px; margin: 0px; background: black"
 
 
| || <span style="color: #fff">'''Benign'''</span> || <span style="color: #fff">'''Neutral'''</span> || <span style="color: #fff">'''Savage'''</span>
 
| || <span style="color: #fff">'''Benign'''</span> || <span style="color: #fff">'''Neutral'''</span> || <span style="color: #fff">'''Savage'''</span>
 
|-
 
|-
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|}
 
|}
  
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<br>
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The [[creatures]] 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 [[climate]] to spawn in.  Again, it's important to check the specific biomes making up your site.  Once a [[creature]] spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases.  Because of this, the specifics of what means what can be difficult to pin down sometimes. 
  
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present (somewhere) on the map.  The [[creature]]s 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 [[climate]] to spawn in.  Again, it's important to check the specific biomes making up your site.  Once a [[creature]] spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases.  Because of this, the specifics of what means what can be difficult to pin down sometimes. 
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<br>''Good'' regions tend to have less aggressive and weaker [[creatures]], exception made for the pain-in-the-ass [[unicorn]]. Good regions also support the wild [[sun berry]], which makes the best [[booze]] in the game. There is generally slight changes between ''Benign Good'' and ''Savage Good''.  The only serious problem that shows up in Good regions is, again, the [[unicorn]], which shows up in ''Benign Good'' regions but not ''Neutral Good'' or ''Savage Good''.  It's worth noting that [[unicorns]] require generally temperate regions, so a ''Benign Good'' zone in a cold tundra will probably not spawn [[unicorns]].
 
 
===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 [[gorilla]]s and [[elephant]]s to the very aggressive and very dangerous [[giant eagle]].  As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms.  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[wild strawberry|wild strawberries]] and the like.
 
 
 
===Good===
 
'''Good''' biomes tend to have less aggressive and weaker [[creature]]s, exception made for the pain-in-the-ass [[unicorn]]. Good regions also support the wild [[sun berry]], which makes the best [[booze]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.   
 
 
 
=====Distinctive flora & fauna=====
 
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]]
 
* Plants: [[sun berry]]
 
* Trees: [[Tree#List_of_Trees|feather tree]]
 
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]
 
  
===Evil===
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<br>''Neutral'' regions are the easiest to understandThey generally mimic the real world, with recognizable wildlife depending on the areaThey 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 [[gorilla]]s and [[elephants]] to the very aggressive and very dangerous [[giant eagle]].  As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landformsYou'll find most of the standard aboveground plants in these alignments, such as [[prickle berries]], [[rope reed]], [[wild strawberries]] and the like.
'''Evil''' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the boardAt their root, ''Evil'' regions are modified ''Neutral'' regionsIn addition to a pack of other [[creature]]s that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creature]]s with various forms of [[undead|undeath]].  [[Undead]] 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 [[undead]] is outstandingly dangerous.  [[Undead]] shrubs are useless for gathering, too.  Also, fish can be infected with undeath, and can even walk on land to attack fishermen.  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.
 
  
=====Distinctive flora & fauna=====
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<br>''Evil'' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the boardAt their root, ''Evil'' regions are modified ''Neutral'' regions.  In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions modify their ''Neutral'' base by infecting much (bit not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]][[Undead]] 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 is pointless, and finding kills in a countryside crawling with [[undead]] is outstandingly dangerous.  [[Undead]] shrubs are useless for gathering, too.  Also, fish can be infected with undeath, and can even walk on land to attack fishermen.  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.
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[werewolf]], [[harpy]], [[troll]], [[strangler]], [[nightwing]], [[ice wolf]], [[blizzard man]], [[sea monster]]
 
* Plants: [[sliver barb]]
 
* Trees: [[Tree#List_of_Trees|glumprong]]
 
* Vermin: [[demon rat]], [[blood gnat]], [[knuckle worm]], [[phantom spider]]
 
 
 
===Savage===
 
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the creatures found thereinA savage Good region is called Joyous Wilds, a savage Neutral region is called Untamed Wilds, and a savage Evil region is called (and can be truly) Terrifying.
 
 
 
=====Distinctive flora & fauna=====
 
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]
 
* Plants: [[whip vine]]
 
* Trees: [[Tree#List_of_Trees|highwood]]
 
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]
 
  
 
==See also==
 
==See also==
* [[Biome]]
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* [[Biomes]]
:*[[Embark]]
 
  
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{{World}}
  
{{World}}
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[[Category:World]]
{{Category|Fortress mode}}
 

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