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− | {{Quality| | + | {{Quality|Unknown}} |
{{av}} | {{av}} | ||
{{stub}} | {{stub}} | ||
− | While previous versions of | + | While previous versions of Dwarf Fortress allowed you to toggle [[Invader|invaders]] on or off, v50 added more granular difficulty settings to fine-tune one's experience. Difficulty settings will affect whether your fortress can be attacked by outside forces, how frequent said attacks are, how big invading armies are, and [[noble]] neediness. You can modify these settings before and after embarking at any time. |
== Default settings == | == Default settings == | ||
'''Enemies''' has 3 options: | '''Enemies''' has 3 options: | ||
− | * '''Off''' will disable [[Ambush|ambushes]], [[Siege|sieges]], [[Megabeast|uninvited]] [[Forgotten beast|guests | + | * '''Off''' will disable [[Ambush|ambushes]], [[Siege|sieges]], and [[Megabeast|uninvited]] [[Forgotten beast|guests]], and agitated wildlife attacks. It will not disable [[intrigue]], [[HFS]], or misbehaving dwarves, so it is still recommended to train a military. |
− | * '''Normal''' is the standard | + | * '''Normal''' is the standard Dwarf Fortress experience. |
* '''Hard''' ensures a never-ending stream of [[Fun]], causing invaders to show up earlier, more often, and with more bodies to throw at the gates. | * '''Hard''' ensures a never-ending stream of [[Fun]], causing invaders to show up earlier, more often, and with more bodies to throw at the gates. | ||
'''Economy''' has 2 options: | '''Economy''' has 2 options: | ||
− | * '''Normal''' is the standard | + | * '''Normal''' is the standard Dwarf Fortress economy. |
* '''Hard''' requires you to produce more wealth in order to receive higher-ranking nobles, requires [[Temple|temples]] and [[Guildhall|guildhalls]] to be more valuable before satisfying petitions, and causes [[Noble|nobles]] to make more [[Mandate|mandates]] and [[Demand|demands]]. | * '''Hard''' requires you to produce more wealth in order to receive higher-ranking nobles, requires [[Temple|temples]] and [[Guildhall|guildhalls]] to be more valuable before satisfying petitions, and causes [[Noble|nobles]] to make more [[Mandate|mandates]] and [[Demand|demands]]. | ||
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| Curious wilderness creatures can come to cause trouble || Yes/No || Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. || No, Yes, Yes | | Curious wilderness creatures can come to cause trouble || Yes/No || Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. || No, Yes, Yes | ||
|- | |- | ||
− | | Enemy population triggers || 1 to 300 || Likely affects when invasions occur, and how difficult they are. Met when you have this many citizens.{{verify}} || 0/0/0/0/0, 20/50/80/110/140, 15/30/40/55/70 | + | | Enemy population triggers || 1 to 300 || Likely affects when invasions attacks occur, and how difficult they are. Met when you have this many citizens.{{verify}} || 0/0/0/0/0, 20/50/80/110/140, 15/30/40/55/70 |
|- | |- | ||
| Enemy production triggers || 0 to 100,000,000 || Likely affects when invasions occur, and how difficult they are. Met when you've created this much wealth.{{verify}} || 0/0/0/0/0, 5000/25000/100000/200000/300000, 2500/12500/50000/100000/150000 | | Enemy production triggers || 0 to 100,000,000 || Likely affects when invasions occur, and how difficult they are. Met when you've created this much wealth.{{verify}} || 0/0/0/0/0, 5000/25000/100000/200000/300000, 2500/12500/50000/100000/150000 | ||
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| Megabeast attack period (seasons) || 0 to 100 || How many seasons must pass before a megabeast may attack your fortress.{{verify}} || 10, 10, 8 | | Megabeast attack period (seasons) || 0 to 100 || How many seasons must pass before a megabeast may attack your fortress.{{verify}} || 10, 10, 8 | ||
|- | |- | ||
− | | Forgotten beast sensitivity || 1 to 100,000 || | + | | Forgotten beast sensitivity || 1 to 100,000 || Unknown; a smaller value will cause forgotten beasts to attack sooner. || 10000, 10000, 10000 |
|- | |- | ||
− | | Forgotten beast irritation minimum || 1 to 100,000 || | + | | Forgotten beast irritation minimum || 1 to 100,000 || Unknown; a smaller value will cause forgotten beasts to attack sooner. || 5000, 5000, 2000 |
|- | |- | ||
− | | Forgotten beast wealth divisor || 1 to 100,000 || | + | | Forgotten beast wealth divisor || 1 to 100,000 || Likely increases the amount of wealth you need to create before a forgotten beast attacks.{{verify}} || 40, 40, 40 |
|- | |- | ||
− | | Wilderness sensitivity || 1 to 100,000 || Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will | + | | Wilderness sensitivity || 1 to 100,000 || Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will increase the amount wildlife is agitated by. || 10000, 10000, 10000 |
|- | |- | ||
− | | Wilderness irritation minimum || 1 to 100,000 || | + | | Wilderness irritation minimum || 1 to 100,000 || Likely affects the maximum rate at which agitated wildlife will attack.{{verify}} || 2000, 2000, 0 |
|- | |- | ||
− | | Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every | + | | Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every season{{verify}}. A higher value will make them less irritated faster. || 2000, 2000, 0 |
|- | |- | ||
| Werebeast attack period (seasons) || 0 to 100 || How many seasons must pass before a werebeast may attack your fortress.{{verify}} || 10, 10, 8 | | Werebeast attack period (seasons) || 0 to 100 || How many seasons must pass before a werebeast may attack your fortress.{{verify}} || 10, 10, 8 | ||
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| Siege frequency (percentage, otherwise raid) || 0 to 100 || Percentage chance to receive a siege instead of an ambush. || 0, 25, 50 | | Siege frequency (percentage, otherwise raid) || 0 to 100 || Percentage chance to receive a siege instead of an ambush. || 0, 25, 50 | ||
|- | |- | ||
− | | Cavern dweller scale (increase per attack) || 0 to 100 || | + | | Cavern dweller scale (increase per attack) || 0 to 100 || Unknown. Likely affects how rapidly the amount of enemies cavern dwellers will send increases.{{verify}} || 0, 10, 20 |
|- | |- | ||
| Cavern dweller maximum attackers || 0 to 500 || The maximum amount of enemies that can be thrown at you when cavern dwellers attack. || 0, 50, 75 | | Cavern dweller maximum attackers || 0 to 500 || The maximum amount of enemies that can be thrown at you when cavern dwellers attack. || 0, 50, 75 | ||
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! Setting !! Possible values !! Description !! Default values (Normal, Hard) | ! Setting !! Possible values !! Description !! Default values (Normal, Hard) | ||
|- | |- | ||
− | | Economy population triggers || 1 to 300 || | + | | Economy population triggers || 1 to 300 || Likely affects how many citizens you need to increase the rank of your fortress.{{verify}} || 20/50/80/110/140, 20/50/80/110/140 |
|- | |- | ||
− | | Economy production triggers || 1 to 100,000,000 || | + | | Economy production triggers || 1 to 100,000,000 || Unknown. Maybe affects trade caravans?{{verify}} || 5000/25000/100000/200000/300000, 25000/125000/500000/1000000/1500000 |
|- | |- | ||
− | | Economy trade triggers || 1 to 100,000,000 || | + | | Economy trade triggers || 1 to 100,000,000 || Unknown. Maybe affects trade caravans?{{verify}} || 500/2500/10000/20000/30000, 2500/12500/50000/100000/150000 |
|- | |- | ||
| Land holder population triggers || 1 to 300 || Likely affects how [[Baron|barons]] and upwards are achieved.{{verify}} Values 4 through 10 are not used in the base game. || 20/20/20, 20/20/20 | | Land holder population triggers || 1 to 300 || Likely affects how [[Baron|barons]] and upwards are achieved.{{verify}} Values 4 through 10 are not used in the base game. || 20/20/20, 20/20/20 | ||
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| Grand guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. || 25, 25 | | Grand guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. || 25, 25 | ||
|- | |- | ||
− | | Mandate period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new mandates | + | | Mandate period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new mandates. || 1000, 500 |
|- | |- | ||
− | | Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands | + | | Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands. || 500, 250 |
|} | |} |