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{{Main|Settings#Difficulty|l1=Difficulty}}
 
{{Main|Settings#Difficulty|l1=Difficulty}}
  
After confirming the embark location, you will have the ability to modify the difficulty settings for your fortress. The two categories, "Enemies" and "Economy" are presets that affect values in Custom settings. The "Enemies" setting generally affects how easily attacks against your fortress can occur. Setting Enemies to "Off" prevents [[siege]]s, [[megabeast]] attacks, [[werebeast]] attacks, and [[Creature#agitated|agitated wildlife]], although particularly hostile [[undead|wildlife]] and [[evil|environments]] will be unaffected. Setting it to "Hard" allows these attacks to occur with roughly half the [[population]] and half the [[wealth]] of a fortress set to "Normal". The "Economy" setting primarily affects how much [[Zones#Quality_and_value|value]] is required to increase the quality of zones and how much [[wealth]] and export is needed to unlock [[Noble#Triggers|landholders]] and improve [[Fortress#Nomenclature|fortress titles]]. These settings can also be changed after embark.
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After confirming the embark location, you will have the ability to modify the difficulty settings for your fortress. The two categories, "Enemies" and "Economy" are presets that affect values in Custom settings. The "Enemies" setting generally affects how easily attacks against your fortress can occur. Setting Enemies to "Off" prevents [[siege]]s, [[megabeast]] attacks, [[werebeast]] attacks, and [[Creature#agitated|agitated wildlife]], although particularly hostile [[undead|wildlife]] and [[evil|environments]] will be unaffected. Setting it to "Hard" allows these attacks to occur with roughly half the [[population]] and half the [[wealth]] of a fortress set to "Normal". The "Economy" setting primarily affects how much [[Zones#Quality_and_value|value]] is required to increase the quality of zones. These settings can also be changed after embark.
  
 
===Play Now!===
 
===Play Now!===
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<!--Note: the point data below was last updated for v50.09-->
 
<!--Note: the point data below was last updated for v50.09-->
The default embark value for a custom embark is 1504 embark points. Usually, 1040 points are spent in [[#Supplies|pre-chosen goods]] (although more can be spent if your civilization lacks iron or copper), 54 points in [[dog]]s and [[cat]]s, and the remainder is allocated towards assorted animals and copper weaponry. The Play Now! embark can even run over the default 1504 points. Generally though, it is better to Prepare Carefully once you know what you're doing with the set up of an early fort.
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The default embark value for a custom embark is 1504 embark points. Either 1040 or 1240 points are spent in [[#Supplies|pre-chosen goods]] (depending on if an iron or steel anvil is used), 54 points in [[dog]]s and [[cat]]s, and the remainder is allocated towards assorted animals and copper weaponry. The Play Now! embark can even run over the default 1504 points. Generally though, it is better to Prepare Carefully once you know what you're doing with the set up of an early fort.
  
 
===Prepare Carefully===
 
===Prepare Carefully===
 
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]
 
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]
  
Preparing allows the player to customize their embarking party and supplies by applying 10 skill picks to each dwarf and spending points on items and animals. The total value of embarking is set at 1,504 points, though all but 544 of these are pre-spent on an array of [[#Supplies|basic equipment]] (mostly the same equipment that Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. Remember that raw materials cost less embark points than their pre-made counterparts. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group, as well as choose a custom [[group symbol]].
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Preparing allows the player to customize their embarking party and supplies by applying 10 skill picks to each dwarf and spending points on items and animals. The total value of embarking is set at 1,504 points, though all but 344 or 544 of these are pre-spent on an array of [[#Supplies|basic equipment]] (mostly the same equipment that Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. Remember that raw materials cost less embark points than their pre-made counterparts. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group, as well as choose a custom [[group symbol]].
  
 
It is possible to change the amount of available embark points when playing via [[advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000.
 
It is possible to change the amount of available embark points when playing via [[advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000.
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The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.  
 
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.  
  
:* 2(3)<sup>†</sup> Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)
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:* 2(3)<sup>†</sup> Copper [[pick]]s
:* 2 Copper [[battle axe]]s (or bronze battle axes if your home civilization has no access to copper)
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:* 2 Copper [[battle axe]]s
 
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)
 
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)
 
:* 1 [[Wheelbarrow]] (if possible)
 
:* 1 [[Wheelbarrow]] (if possible)
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:* 2 female [[dog]]s<sup>†</sup>
 
:* 2 female [[dog]]s<sup>†</sup>
 
:* 2 female [[cat]]s<sup>†</sup>
 
:* 2 female [[cat]]s<sup>†</sup>
:* up to 5 assorted [[domestic animal]]s<sup>†</sup>
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:* assorted [[domestic animal]]s<sup>†</sup>
:* copper [[battle axe]]s, [[mace]]s, [[short sword]]s, [[spear]]s, and [[war hammer]]s<sup>†</sup> (or bronze if your home civilization has no access to copper)
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:* copper [[battle axe]]s, [[mace]]s, [[short sword]]s, [[spear]]s, and [[war hammer]]s<sup>†</sup>{{verify}}
 
:* 2 random domesticated [[Creature_token#PACK_ANIMAL|pack animals]] (These 2 pack animals are always given and don't cost embark points for players "preparing carefully".)
 
:* 2 random domesticated [[Creature_token#PACK_ANIMAL|pack animals]] (These 2 pack animals are always given and don't cost embark points for players "preparing carefully".)
  
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'''Considering Metals'''
 
'''Considering Metals'''
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.
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* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.  
* If your home civilization does not have access to copper, you will start with bronze picks and bronze battle axes instead.
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* Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of ''Dwarf Fortress''.
  
 
'''Considering Materials'''
 
'''Considering Materials'''

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