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Difference between revisions of "World activities"

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(Organized article into sections, expanded a little and added some links.)
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As time passes in Dwarf Fortress, certain activities happen outside of the player's influence, without their direct input. This is what is usually referred to as "world activation".  
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As time passes in Dwarf Fortress, certain activities happen in the world, outside of the player's influence and without their direct input. In older versions, any activity stopped after [[world generation]] finished. Changing this is what is usually referred to as "world activation".
  
Historical figures can get married have children and do their various jobs, outside your fortress. And all of their children do the same as they are also historical figures.
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==Types of activities==
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===Succession===
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Historical figures can get married, have children, do their various jobs, and die. And all of their children do the same as they are also historical figures.
  
NPC sites are built, conquered, destroyed and reclaimed while playing.
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The various positions of [[Nobles]] will either be inherited by another historical figure or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].
  
[[Nobles]], depending on their specific position, will either be inherited by another historical figure or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].
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===Site changes===
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NPC [[site]]s are built, conquered, destroyed and reclaimed while playing.
  
Armies move around the map while playing, for various reasons, including site invasion (including but not exclusive to the player site), harassment, searching for work, reclamation of sites and more. Due to this, invaders now need a reason to invade the player's site. This is a common cause, if not the only one, of the v0.40 complaint, "nobody attacks me any more". While the issue has been discussed in great detail on the Bay 12 forums, it is generally agreed that being neighbours with invaders will help, as will being in an easily accessible location close to as many of their sites as possible.
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===Movement===
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Consequently, all kinds of creatures and groups travel around on the world map: [[Caravan]]s{{verify}}, [[bandit]]s, [[megabeast|all]] [[semi-megabeast|kinds]] [[forgotten beast|of]] beasts, refugees and migrants, and armies.
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Armies move around the map while playing, for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the "effective" population of said site{{verify}}. In other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.{{verify}}
  
  
 
{{Category|World}}
 
{{Category|World}}

Revision as of 14:39, 1 January 2016

This article is about the current version of DF.
Note that some content may still need to be updated.

As time passes in Dwarf Fortress, certain activities happen in the world, outside of the player's influence and without their direct input. In older versions, any activity stopped after world generation finished. Changing this is what is usually referred to as "world activation".

Types of activities

Succession

Historical figures can get married, have children, do their various jobs, and die. And all of their children do the same as they are also historical figures.

The various positions of Nobles will either be inherited by another historical figure or assigned to a new historical figure by the parent civilization when the position is vacated or they have an unfortunate accident.

Site changes

NPC sites are built, conquered, destroyed and reclaimed while playing.

Movement

Consequently, all kinds of creatures and groups travel around on the world map: Caravans[Verify], bandits, all kinds of beasts, refugees and migrants, and armies.

Armies move around the map while playing, for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the "effective" population of said site[Verify]. In other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.[Verify]