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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
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| 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 || Performing nature-disrupting actions within the caverns will agitate forgotten beasts and may cause them to attack. [[Noise]] will also increase agitation. A smaller value will require less actions before the maximum attack chance is reached. || 10000, 10000, 10000
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| Forgotten beast sensitivity || 1 to 100,000 || Unknown; a smaller value will cause forgotten beasts to attack sooner. || 10000, 10000, 10000
 
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|-
| Forgotten beast irritation minimum || 1 to 100,000 || If the hidden agitation counter is at this value or below, no forgotten beasts will attack. || 5000, 5000, 2000
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| Forgotten beast irritation minimum || 1 to 100,000 || Unknown; a smaller value will cause forgotten beasts to attack sooner. || 5000, 5000, 2000
 
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|-
| Forgotten beast wealth divisor || 1 to 100,000 || Your current fortress wealth is divided by this number - the result is added to effective irritation to determine forgotten beast attacks. A smaller number will cause forgotten beasts to attack sooner. || 40, 40, 40
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| 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 require less actions before the maximum attack chance is reached. || 10000, 10000, 10000
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| 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 || If the hidden agitation counter is at this value or below, no agitated wildlife will spawn. || 2000, 2000, 0
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| Wilderness irritation minimum || 1 to 100,000 || Likely affects the maximum rate at which agitated wildlife will attack.{{verify}} || 2000, 2000, 0
 
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|-
| Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every year. A higher value will make them less irritated faster. Normal default values are 500 on '''Normal''' and 100 on '''Hard'''. Currently broken - changing this setting instead modifies the Minimum value above.{{bug|12181}} || 2000, 2000, 0
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| 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 || Every time cavern-dwellers attack your fortress, the maximum number of attackers increases by this number. || 0, 10, 20
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| 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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| Economy population triggers || 1 to 300 || Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 20/50/80/110/140, 20/50/80/110/140
 
| Economy population triggers || 1 to 300 || Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 20/50/80/110/140, 20/50/80/110/140
 
|-
 
|-
| Economy production triggers || 1 to 100,000,000 || Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting this trigger to 0 causes it to be met immediately. || 5000/25000/100000/200000/300000, 25000/125000/500000/1000000/1500000
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| Economy production triggers || 1 to 100,000,000 || Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 5000/25000/100000/200000/300000, 25000/125000/500000/1000000/1500000
 
|-
 
|-
| Economy trade triggers || 1 to 100,000,000 || Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting a trigger to 0 causes it to be met immediately. || 500/2500/10000/20000/30000, 2500/12500/50000/100000/150000
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| Economy trade triggers || 1 to 100,000,000 || Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 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. A higher value forces them to wait longer before mandating something.|| 1000, 500
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| 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. A higher value forces them to wait longer before making a demand.|| 500, 250
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| Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands. || 500, 250
 
|}
 
|}

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