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Difference between revisions of "23a:Region"

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(Created page with '{{quality|Exceptional}}{{av}} A '''region''' is an area of the world that you may select when choosing a location for your fort. Each region is made up of a {{L|biome}} affecti…')
 
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A '''region''' is an area of the world that you may select when choosing a location for your fort.  
 
A '''region''' is an area of the world that you may select when choosing a location for your fort.  
  
Each region is made up of a {{L|biome}} affecting available flora and fauna. A region also has a {{L|climate}}, and may be in the presence of {{L|Regions#Surroundings|good}} or {{L|Regions#Surroundings|evil}} {{L|civilization}}s. Some information on what the region contains can be gathered from the {{L|Map legend}}.
+
Each region is made up of a [[biome]] affecting available flora and fauna. A region also has a [[climate]], and may be in the presence of [[Regions#Surroundings|good]] or [[Regions#Surroundings|evil]] [[civilization]]s. Some information on what the region contains can be gathered from the [[Map legend]].
  
'''Surroundings''' affect the types of {{L|plant}} life, wild {{L|animal}}s and {{L|creature}}s which will appear in play within a given biome.  
+
'''Surroundings''' affect the types of [[plant]] life, wild [[animal]]s and [[creature]]s which will appear in play within a given biome.  
  
 
== Choosing Regions pre-embark ==
 
== Choosing Regions pre-embark ==
When starting a new fortress, the game allows you to select one of about 50 regions on the world map, all bordering various mountain ranges and generally in the vicinity of a river. Different regions have different {{L|creature}}s, {{L|tree}}s (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of {{L|water}}, and alignments ranging from good to evil and benign to savage.
+
When starting a new fortress, the game allows you to select one of about 50 regions on the world map, all bordering various mountain ranges and generally in the vicinity of a river. Different regions have different [[creature]]s, [[tree]]s (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of [[water]], and alignments ranging from good to evil and benign to savage.
  
 
A rough list of region types follows. The combination of these factors help make each game unique.  
 
A rough list of region types follows. The combination of these factors help make each game unique.  
  
 
== Biomes ==
 
== Biomes ==
''See {{L|biome}}s for a complete list of combinations.''
+
''See [[biome]]s for a complete list of combinations.''
* {{L|Temperate}}
+
* [[Temperate]]
* {{L|Tropical}}
+
* [[Tropical]]
* {{L|Broadleaf forest}}
+
* [[Broadleaf forest]]
* {{L|Coniferous forest}}
+
* [[Coniferous forest]]
* {{L|Savanna}}
+
* [[Savanna]]
* {{L|Shrubland}}
+
* [[Shrubland]]
* {{L|Sand desert}}
+
* [[Sand desert]]
* {{L|Tundra}}
+
* [[Tundra]]
  
 
=== Temperature/Climate ===
 
=== Temperature/Climate ===
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- {{L|dragon}}s will get you.''
+
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- [[dragon]]s will get you.''
 
* Freezing
 
* Freezing
 
* Cold
 
* Cold
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* Scorching
 
* Scorching
  
In colder {{L|climate|environments}}, the river will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to extremities if outside too long (oddly enough, this tends to cause bleeding to death). In hotter environments, murky pools may dry up, so if there is no {{L|river}} then there may be no source of water after a few months).
+
In colder [[climate|environments]], the river will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to extremities if outside too long (oddly enough, this tends to cause bleeding to death). In hotter environments, murky pools may dry up, so if there is no [[river]] then there may be no source of water after a few months).
  
 
=== Trees ===
 
=== Trees ===
''{{L|Tree}}s are chopped down for {{L|wood}}, a very versatile building material.''
+
''[[Tree]]s are chopped down for [[wood]], a very versatile building material.''
 
* {{Gametext|None|4:1}}
 
* {{Gametext|None|4:1}}
 
* {{Gametext|Scarce|6:1}}
 
* {{Gametext|Scarce|6:1}}
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=== Other Vegetation ===
 
=== Other Vegetation ===
''Other means {{L|shrub}}s and bushes. These can be harvested for food.''
+
''Other means [[shrub]]s and bushes. These can be harvested for food.''
 
* {{Gametext|None|4:1}}
 
* {{Gametext|None|4:1}}
 
* {{Gametext|Scarce|6:1}}
 
* {{Gametext|Scarce|6:1}}
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== Surroundings ==
 
== Surroundings ==
Surroundings affect the types of wild {{L|animal}}s which will appear in play.
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Surroundings affect the types of wild [[animal]]s which will appear in play.
  
 
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|}
 
|}
  
Some animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map.  The {{L|creature}}s article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment.  Note that most creatures also require a specific {{L|biome}} to spawn in.  Again, it's important to check the specific biome making up your site.
+
Some animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map.  The [[creature]]s article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment.  Note that most creatures also require a specific [[biome]] to spawn in.  Again, it's important to check the specific biome making up your site.
  
 
===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 {{L|gorilla}}s to the very aggressive and very dangerous {{L|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.
  
 
===Good===
 
===Good===
'''Good''' biomes tend to have less aggressive and weaker {{L|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''.
  
 
===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 {{L|creature}}s that are nasty, dangerous, and spiteful such as {{L|beak dog}}s, {{L|harpy|harpies}}, and {{L|ogre}}s, ''Evil'' regions modify their ''Neutral'' base by infecting many (but not all) of the indigenous {{L|creature}}s with various forms of {{L|undead|undeath}}{{L|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 {{L|undead}} is outstandingly dangerous.  {{L|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.
  
 
===Savage===
 
===Savage===
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=====Distinctive fauna=====
 
=====Distinctive fauna=====
* Animals:  {{L|giant cheetah}}, {{L|giant leopard}}, {{L|giant jaguar}}, {{L|giant tiger}}, {{L|giant lion}}, {{L|giant desert scorpion}}, {{L|sasquatch}}
+
* Animals:  [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[giant desert scorpion]], [[sasquatch]]
* Vermin: {{L|moghopper}}, {{L|fox squirrel}}
+
* Vermin: [[moghopper]], [[fox squirrel]]
  
 
==See also==
 
==See also==
* {{L|Biome}}
+
* [[Biome]]
:*{{L|Embark}}
+
:*[[Embark]]
  
  

Revision as of 15:52, 8 December 2011

This article is about an older version of DF.

A region is an area of the world that you may select when choosing a location for your fort.

Each region is made up of a biome affecting available flora and fauna. A region also has a climate, and may be in the presence of good or evil civilizations. Some information on what the region contains can be gathered from the Map legend.

Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome.

Choosing Regions pre-embark

When starting a new fortress, the game allows you to select one of about 50 regions on the world map, all bordering various mountain ranges and generally in the vicinity of a river. Different regions have different creatures, trees (or lack of same, depending on how mountainous, dry or hot the region is), different climates, maybe a source of water, and alignments ranging from good to evil and benign to savage.

A rough list of region types follows. The combination of these factors help make each game unique.

Biomes

See biomes for a complete list of combinations.

Temperature/Climate

Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.

  • Freezing
  • Cold
  • Temperate
  • Warm
  • Hot
  • Scorching

In colder environments, the river will freeze for more of the year. Additionally, fierce enough cold will cause massive frostbite damage to extremities if outside too long (oddly enough, this tends to cause bleeding to death). In hotter environments, murky pools may dry up, so if there is no river then there may be no source of water after a few months).

Trees

Trees are chopped down for wood, a very versatile building material.

  • None
  • Scarce
  • Sparse
  • Woodland
  • Heavily Forested

Other Vegetation

Other means shrubs and bushes. These can be harvested for food.

  • None
  • Scarce
  • Moderate
  • Thick

Surroundings

Surroundings affect the types of wild animals which will appear in play.

Benign Neutral Savage
Good Serene Peaceful Protected Wilds
Neutral Calm Wilderness Untamed Wilds
Evil Sinister Haunted Terrifying

Some animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. The creatures article has an Alignment heading that will tell you whether or not a creature can possibly show up in a specific alignment. Note that most creatures also require a specific biome to spawn in. Again, it's important to check the specific biome making up your site.

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 gorillas to the very aggressive and very dangerous elephants. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the climate.

Good

Good biomes tend to have less aggressive and weaker creatures. There are generally slight changes between Benign Good and Savage Good.

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 creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres, Evil regions modify their Neutral base by infecting many (but not all) of the indigenous creatures with various forms of 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.

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.

Distinctive fauna

See also