![]() I like to start a new, single floor for most types of crafting. Having hallways/corridors that are multiple tiles wide allows for more foot traffic and less cramped dwarves. Hopefully there is a nearby slope to start digging into! If so go right ahead but assuming you're in a completely flat area, dig a staircase downwards into the ground.ĭig out some large areas which we'll use as stockpiles for the time being.Ĭreate a Meeting Area in the center of your Fort or somewhere you'd like your dwarves to hang out. Personally I use Large worlds, 250 years of History, Medium civilizations/sites/beasts/savagery with minerals Frequent. When in doubt, just use the default options for the original intended player experience. Setting Everywhere will ensure there aren't barren wasteland areas. This determines how many minerals there are, density, and complexity. The lowest savagery makes your world a perfect Eden where only normal-sized rabbits and wolves live. Higher savagery makes things like necromancers, vampires, were-monsters, and giant creatures prevalent. Savagery determines just how wild the wild can get. This is a sort of direct difficulty setting. I'd keep at Medium or lower as too many means more frequent visits by giant monsters focused on destroying your fort. ![]() Keep it lower for a more untamed wilderness and world. How many distinct, named locations appear on the map. I'd keep at Medium or lower unless you want neighbors. How long creatures and civilizations have been keeping on keeping on. Smaller worlds might get cramped and living far from other races can be beneficial. Larger worlds will have more varied sites for making forts. Importance of variations in World Generation (most important ones underlined, as far as dwarf survival is concerned)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |