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Editing World generation

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=== World size ===
 
=== World size ===
"This controls the size of the world map."   Using basic world generation, the size options are:
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"This controls the size of the world map." Using basic world generation, the size options are:
  
 
* Pocket (17×17 region tiles)
 
* Pocket (17×17 region tiles)
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Note that history generation can be interrupted and the world saved far short of the selected history value. (Players might choose to do so if they are trying to reach a certain [[Calendar#Ages|age]], if they want to embark near a [[Tower (necromancy)|tower]], or if worldgen has slowed to a crawl, for instance). The actual length of history generation determines the details of the world; the history configuration setting only establishes a maximum year at which generation will stop automatically.
 
Note that history generation can be interrupted and the world saved far short of the selected history value. (Players might choose to do so if they are trying to reach a certain [[Calendar#Ages|age]], if they want to embark near a [[Tower (necromancy)|tower]], or if worldgen has slowed to a crawl, for instance). The actual length of history generation determines the details of the world; the history configuration setting only establishes a maximum year at which generation will stop automatically.
  
Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers). Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. The recommended values for worlds you plan to use for adventure mode are Short or Medium.
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Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers).  
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Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. The recommended values for worlds you plan to use for adventure mode are Short or Medium.
  
 
History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.
 
History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.
  
The youngest world possible to generate is 2 years old. This can be done through custom world-gen parameters. For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].
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The youngest world possible to generate is 2 years old. This can be done through custom world-gen parameters.
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For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].
  
 
=== Number of civilizations ===
 
=== Number of civilizations ===
This controls the number of distinct civilizations that exist in a world.  Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]]. It should be noted that this refers to different kingdoms of the same races, where a smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often.
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This controls the number of distinct civilizations that exist in a world.  Civilizations are [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s and [[Elf|elves]].
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It should be noted that this refers to different kingdoms of the same races. A smaller number of civilizations (smaller than 5 - 7) may exclude one or two races from your world, but fewer civilizations will reduce history generation time, while larger numbers of civilizations would increase history generation time and make historical events happen much more often.
  
 
The maximum amount of civilizations is affected by the world size. At higher numbers (> 40) humans, kobolds and elves are more frequent than dwarves and goblins.
 
The maximum amount of civilizations is affected by the world size. At higher numbers (> 40) humans, kobolds and elves are more frequent than dwarves and goblins.
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=== Maximum number of sites ===
 
=== Maximum number of sites ===
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site. High site numbers increase the duration of history generation by a huge amount of time. With very low site numbers, only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event. Turning this up is advised for adventure mode games.
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This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as [[town]]s, [[hamlet]]s, [[forest retreat]]s, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site.
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High site numbers increase the duration of history generation by a huge amount of time.
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With very low site numbers, only the civilization's home settlements may exist after a few years of history with a high probability of getting eradicated by some event.
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Turning this up is advised for adventure mode games.
  
 
The total amount of sites is affected by the selected world size.
 
The total amount of sites is affected by the selected world size.
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=== Number of beasts ===
 
=== Number of beasts ===
This controls the number of [[megabeast]]s, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history, the more likely some of them will die. The number of beasts does not appear to impact how often your fortress will be attacked by beasts in [[fortress mode]]. In [[adventure mode]], it means it will be easier to find more megabeasts. If set very low, then you may actually run out of beasts during a game.
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This controls the number of [[megabeast]]s, [[semi-megabeast]]s and [[titan]]s that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history, the more likely some of them will die.
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The number of beasts does not appear to impact how often your fortress will be attacked by beasts in [[fortress mode]]. In [[adventure mode]], it means it will be easier to find more megabeasts. If set very low, then you may actually run out of beasts during a game.
  
 
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit. The total amount of beasts is affected by the selected world size:
 
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit. The total amount of beasts is affected by the selected world size:

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