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Difference between revisions of "40d:Region"

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(Added more entries)
(Pretty colors)
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'''Trees'''
 
'''Trees'''
  
* <font color="red">None</font>
+
* <font style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</font>
 
* Scarce
 
* Scarce
 
* Sparse
 
* Sparse
* Woodland
+
* <font style="background-color:black;color:Lime;font-family:Courier New">&nbsp;Woodland&nbsp;</font>
 
* Heavily Forested
 
* Heavily Forested
  
 
'''Other Vegetation'''
 
'''Other Vegetation'''
  
* <font color="red">None</font>
+
* <font style="background-color:black;color:Red;font-family:Courier New">&nbsp;None&nbsp;</font>
 
* Scarce
 
* Scarce
 
* Moderate
 
* Moderate

Revision as of 02:16, 30 October 2007

Dwarf Fortress allows you to build a fortress in a variety of different regions, with advantages and disadvantages for fort-building. Different regions may have different creatures and different features, depending on how forested or mountainous the region is, climate, presence of a river, and good/evil alignment.

A rough list of region types follows. This list should be considered incomplete and should be added to whenever you discover a new region type. The threat matrix from the old wiki is deprecated and should be replaced from new Surroundings data.


Biome names

  • Mountain
  • Temperate Broadleaf Forest
  • Temperate Conifer Forest
  • Temperate Savanna
  • Temperate Shrubland

Temperature

  • Cold
  • Temperate
  • Warm

Trees

  •  None 
  • Scarce
  • Sparse
  •  Woodland 
  • Heavily Forested

Other Vegetation

  •  None 
  • Scarce
  • Moderate
  • Thick
Surroundings
Good Neutral Evil
Serene Calm Sinister
Mirthful Wilderness Haunted
Joyous Wilds Untamed Wilds Terrifying

Note that with the new Embark interface, it is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).

(section incomplete)