v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Embark"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
m (copied/pasted from long-orphaned article)
Line 24: Line 24:
  
 
''(Need a quick list of Embark screen features, with links to full pages)''
 
''(Need a quick list of Embark screen features, with links to full pages)''
 +
 +
 +
===Before you unpause===
 +
 +
A checklist of what to do before you actually start the game by unpausing to help make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable [[biome]]s and other dangerous sites.
 +
 +
* Press {{k|c}} to check for the presence of other civilizations.
 +
* Press {{k|u}} to check for the presence of hostile wild [[animal]]s.  (However, be aware that they often appear only after the game has been going for a few minutes.)
 +
* Press {{k|v}} to view units and set their preferences.  You can give them custom titles if you like.  Change labor preferences as needed.  If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.
 +
* Press {{k|q}} and mark the [[wagon]] for removal.
 +
* Press {{k|o}} for orders and options.  Toggle as you like.
 +
* Press {{k|n}} and reassign [[noble]] positions as desired.
 +
* Press {{k|z}} and forbid the kitchen use of alcohol and plump helmets if necessary.
 +
* At this point, you figure out where, you know, you're gonna dig your fortress.
 +
* Press {{k|i}} and designate a [[meeting area]].
 +
* Press {{k|d}} to designate areas for plant gathering, wood cutting, and/or stone smoothing.  (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)
 +
* Press {{k|d}}, then {{k|o}} to place traffic restrictions.  Things to watch for: saplings, wild plants.  Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.
 +
* Press {{k|p}} to create [[stockpile]]s for wild plants, [[wood]], and/or [[refuse]].
 +
 +
[[Category:Guides]]
  
  

Revision as of 18:24, 18 October 2009

"Embark" is a general term that refers to the very beginning of the game, during or immediately following site selection but before actual game play begins. It is used to refer to any choices during that period - site selection, equipment or skills selected for your starting 7 dwarfs (or the "Play Now" option), and the actual "landing" on your new site, the 7 dwarfs and any animals around the wagon filled with supplies.

Examples -

  • "I made a big mistake at embark when I forgot..."
  • "I knew I was in trouble when I got attacked on embark..."
  • "This is one of the choices you need(ed) to make at embark, before the game..."
  • "After embark the first thing you want to do is..."
  • "Once you've embarked, that's when the fun starts..."

"Embark options" can refer to

  • choosing starting skills, equipment and supplies (aka Starting build),
  • site selection, possibly using the <f>ind function to help locate an acceptable site for your fortress.

"Information at embark" can include:

  • looking at the Wold and Regional map to view the general region you will be playing in
  • looking at the Local map to confirm the presence of and note the location of important features of your game map, such as magma vents or rivers.
  • using the f key to "find" a site to your liking
  • using the tab key to view your:
  • stone layers, by using the various F1, F2, F3, & etc. keys
  • various biomes, using the same keys, to check for stone layers and climate
  • view and (if more than one) choose your starting dwarven civilization.
  • view neighboring civilizations and relationships with them

(Need a quick list of Embark screen features, with links to full pages)


Before you unpause

A checklist of what to do before you actually start the game by unpausing to help make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable biomes and other dangerous sites.

  • Press c to check for the presence of other civilizations.
  • Press u to check for the presence of hostile wild animals. (However, be aware that they often appear only after the game has been going for a few minutes.)
  • Press v to view units and set their preferences. You can give them custom titles if you like. Change labor preferences as needed. If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.
  • Press q and mark the wagon for removal.
  • Press o for orders and options. Toggle as you like.
  • Press n and reassign noble positions as desired.
  • Press z and forbid the kitchen use of alcohol and plump helmets if necessary.
  • At this point, you figure out where, you know, you're gonna dig your fortress.
  • Press i and designate a meeting area.
  • Press d to designate areas for plant gathering, wood cutting, and/or stone smoothing. (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)
  • Press d, then o to place traffic restrictions. Things to watch for: saplings, wild plants. Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.
  • Press p to create stockpiles for wild plants, wood, and/or refuse.



See Also: