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Editing 23a:Region

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===Neutral===
 
===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 to the very aggressive and very dangerous [[elephant]]s.  As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the climate.
 
'''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 to the very aggressive and very dangerous [[elephant]]s.  As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the climate.
 
All regions (except mountains) are home to a variety of creatures based on their [[creature token]]s.
 
* 7 large animals (LARGE_ROAMING)
 
* 1 swamp fish (SMALLAQUATIC_SWAMP) - [[turtle]]s
 
* 2 ocean fish (SMALLAQUATIC_OCEAN) - [[mussel]]s, [[oyster]]s, [[salmon]], and [[swordfish]]
 
* 1 river fish (SMALLAQUATIC_RIVER) - [[salmon]]
 
* 3 pest vermin (VERMIN_EATER) - [[large roach]]es, [[lizard]]s, and [[rat]]s
 
* 3 ordinary vermin (VERMIN_GROUNDER) - birds, insects, squirrels, etc.
 
* 1 variety of flies (VERMIN_FLIES) - [[fly|flies]]
 
* 10 soil vermin (VERMIN_SOIL) - [[worm]]s and [[beetle]]s
 
* 3 colony vermin (VERMIN_SOIL_COLONY) - [[ant]]s
 
* 2 swamp vermin (VERMIN_SWAMPER) - [[toad]]s and [[dragonfly|dragonflies]]
 
 
Swamps, deserts, forests, grasslands, and hills can also be home to a variety of trees:
 
* 5 wet trees (appearing near rivers and swamps)
 
* 5 dry trees (appearing away from rivers and swamps)
 
 
All regions except for mountains, oceans, and lakes can also be home to a variety of shrubs:
 
* 3 river shrubs - [[rat weed]], [[fisher berry]], and [[rope reed]]
 
* 3 swamp shrubs - [[muck root]], [[bloated tuber]], [[kobold bulb]], [[prickle berry]], [[rat weed]], and [[blade weed]]
 
* 4 forest shrubs - [[prickle berry]], [[wild strawberry]], [[longland grass]], [[valley herb]], and [[hide root]]
 
 
The above creature and tree lists are processed once for each biome the region could possibly cover, and each choice made is independent; for example, it is possible for a single region to have less than 7 different large animals if it happens to choose the same animal more than once.
 
  
 
===Good===
 
===Good===
 
'''Good''' biomes tend to have less aggressive and weaker [[creature]]s. There are generally slight changes between ''Benign Good'' and ''Savage Good''.
 
'''Good''' biomes tend to have less aggressive and weaker [[creature]]s. There are generally slight changes between ''Benign Good'' and ''Savage Good''.
 
Good regions gain an additional set of [GOOD] creatures as described above.
 
  
 
===Evil===
 
===Evil===
 
'''Evil''' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the board.  At their root, ''Evil'' regions are modified ''Neutral'' regions.  In 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.  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.
 
'''Evil''' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the board.  At their root, ''Evil'' regions are modified ''Neutral'' regions.  In 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.  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.
 
Evil regions gain an additional set of [EVIL] creatures as described above.
 
  
 
===Savage===
 
===Savage===
 
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the creatures found therein.  A savage Good region is called Protected Wilds, a savage Neutral region is called Untamed Wilds, and a savage Evil region is called (and can be truly) Terrifying.
 
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the creatures found therein.  A savage Good region is called Protected Wilds, a savage Neutral region is called Untamed Wilds, and a savage Evil region is called (and can be truly) Terrifying.
 
Savage regions gain an additional set of [SAVAGE] creatures as described above. Due to a bug, savage regions select ''non-savage'' river fish rather than savage ones.
 
  
 
=====Distinctive fauna=====
 
=====Distinctive fauna=====
 
* Animals:  [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[giant desert scorpion]], [[sasquatch]]
 
* Animals:  [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[giant desert scorpion]], [[sasquatch]]
 
* Vermin: [[moghopper]], [[fox squirrel]]
 
* Vermin: [[moghopper]], [[fox squirrel]]
 
===Subterranean===
 
In addition to the above, all regions have the following subterranean populations:
 
* 5 subterranean trees (river+wet, river+dry, chasm+wet, chasm+dry, lava+wet, and lava+dry)
 
* All types of cave shrubs
 
* 2 [[cave river]] fish - [[cave fish]], [[cave lobster]]
 
* 1 cave river vermin - [[cave spider]]
 
* 2 [[chasm]] vermin - [[bat]], [[purring maggot]]
 
* 1 [[magma flow]] vermin - [[fire snake]]
 
* 4 large cave river creatures - [[frogman]], [[lizardman]], [[snakeman]], [[cave crocodile]], [[giant toad]], [[mud man]]
 
* 6 large chasm creatures - [[gremlin]], [[ratman]], [[batman]], [[antman]], [[troll]], [[giant bat]], [[giant rat]], [[large rat]], [[naked mole dog]], [[troglodyte]], [[giant mole]], [[giant cave spider]], [[iron man]]
 
* 1 large magma flow creature - [[fire imp]], [[fire man]], or [[magma man]]
 
  
 
==See also==
 
==See also==
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{{World}}
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[[Category:World]]
{{Category|Fortress mode}}
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[[Category:Fortress mode]]
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[[Category:World]]

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