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Editing v0.34:Embark

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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]].  
 
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]].  
  
In the above image, the biome is "Temperate Savanna", and the region the biome is part of is given a specific name: "The Velvety Hill", part of the continent "The Jade Horn-Land".  
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In the above image, the biome is "Temperate Savanna", and the region the biome is part of is given a specific name: "The Jade Horn-Land".  
  
 
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
 
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.
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Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.
 
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.
 
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means "nearby goblins are more likely to attack you." If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even "Dwarves" appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red "-" marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.
 
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means "nearby goblins are more likely to attack you." If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even "Dwarves" appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red "-" marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.
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*Your Civilization - indicates all Dwarven civilizations in the world. {{k|*}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.
 
*Relative Elevation - Shows the land height relative to the lowest point in the region.
 
*Relative Elevation - Shows the land height relative to the lowest point in the region.
 
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).
 
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).
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* Miner: Adequate Miner
 
* Miner: Adequate Miner
 
* Woodworker: Novice Carpenter, Bowyer
 
* Woodworker: Novice Carpenter, Bowyer
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker
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* Woodcutter: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, Potash Maker
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic
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* Stoneworker: Novice Engraver, Mason, Mechanic, Building Designer
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter
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* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter
 
* Fisherdwarf: Novice Fisherdwarf
 
* Fisherdwarf: Novice Fisherdwarf
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner, Leatherworker, and Fish Cleaner
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* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker
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One of these will be randomly flagged as Expedition Leader at the start.
 
One of these will be randomly flagged as Expedition Leader at the start.
 
<!--Note: Last Updated for v0.31.12-->
 
<!--Note: Last Updated for v0.31.12-->
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.
 
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.
  
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly-skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.
  
 
====Supplies====
 
====Supplies====
 
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.  
 
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.  
  
:* 2 Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)
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:* 2 Copper [[pick]]s
:* 2 Copper [[battle axe]]s (or bronze battle axes if your home civilization has no access to copper)
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:* 2 Copper battle [[axe]]s
 
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)
 
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)
 
:* 1 Wheelbarrow (If possible)
 
:* 1 Wheelbarrow (If possible)
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Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.
 
Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.
 
Cats and dogs are only included in the Play Now! package, you have to go into the pets list and add them when you Prepare Carefully.
 
  
 
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].
 
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].
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Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.
 
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.
 
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.
 
  
 
====Saving a starting mix====
 
====Saving a starting mix====

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