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Editing v0.34:Extinction
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bodies of water that don't freeze over, such extinctions will affect your gameplay should you chose to settle on such a landmass. The effect of settling someplace inaccessible to dwarves is the same as starting a fortress when they are extinct: only two, hard-coded, migrant waves. | bodies of water that don't freeze over, such extinctions will affect your gameplay should you chose to settle on such a landmass. The effect of settling someplace inaccessible to dwarves is the same as starting a fortress when they are extinct: only two, hard-coded, migrant waves. | ||
− | [[Calendar#Ages| | + | [[Calendar#Ages|Calender ages]] are greatly influenced by the relative lack or abundance of sapient life in your world, and so provide an at-a-glance view of the state of civilization on your lonely planet (if you know what they stand for, of course). Two calender ages are more directly associated with extinction: the ''Age of Death'', in which all civilizations have been wiped out, and the ''Age of Emptiness'', in which all sapient creatures have been wiped out (includes those that don't form civilizations, such as [[gnome]]s). |
− | It should be noted that due to a bug, carnivorous sapient civilizations (those with the <tt>[CARNIVORE]</tt> or <tt>[BONECARN]</tt> [[creature token|token]] in their [[raw file]]s) will go extinct near immediately. This is both a blessing and a curse for [[modding|modders]]: a blessing because it allows the forceful extinction of modded civilizations, a | + | It should be noted that due to a bug, carnivorous sapient civilizations (those with the <tt>[CARNIVORE]</tt> or <tt>[BONECARN]</tt> [[creature token|token]] in their [[raw file]]s) will go extinct near immediately. This is both a blessing and a curse for [[modding|modders]]: a blessing because it allows the forceful extinction of modded civilizations, a curve because it prevents you from modding in and playing a purely carnivorous race. |
== Site extinction == | == Site extinction == | ||
The second, more nuanced form of extinction has to do with the wildlife in your [[surroundings]]. Every [[site]] can have a certain number of [[creature]]s appear in it; ''which'' creatures depends on the site's [[biome]]s, ''how often'' depends on the <tt>[FREQUENCY]</tt> [[creature token]] in their [[raw file]]s, ''how many'' depends on the number of biomes you abridge and on the creature's <tt>[CLUSTER_NUMBER:#]</tt>, and ''how many before none will ever appear in the wild again'' depends on a somewhat randomized token in specific creatures' definitions, the <tt>[POPULATION_NUMBER:#:#]</tt> tag. That is, if as many (wild, non-[[mount|siege mount]]) creatures die or are [[cage trap|captured]] and kept upon visiting your fortress as <tt>[POPULATION_NUMBER]</tt> is set to, they will be considered locally extinct, and will have their range clipped from your fortress surroundings. | The second, more nuanced form of extinction has to do with the wildlife in your [[surroundings]]. Every [[site]] can have a certain number of [[creature]]s appear in it; ''which'' creatures depends on the site's [[biome]]s, ''how often'' depends on the <tt>[FREQUENCY]</tt> [[creature token]] in their [[raw file]]s, ''how many'' depends on the number of biomes you abridge and on the creature's <tt>[CLUSTER_NUMBER:#]</tt>, and ''how many before none will ever appear in the wild again'' depends on a somewhat randomized token in specific creatures' definitions, the <tt>[POPULATION_NUMBER:#:#]</tt> tag. That is, if as many (wild, non-[[mount|siege mount]]) creatures die or are [[cage trap|captured]] and kept upon visiting your fortress as <tt>[POPULATION_NUMBER]</tt> is set to, they will be considered locally extinct, and will have their range clipped from your fortress surroundings. | ||
− | This cap will not limit any [[breeding]] you do once you have captured the creature, and will obviously not affect any creatures visiting your [[site]] that are allowed to leave. It ''will'' affect the maximum number of non-breeding creatures that you can have at your fortress, however, and will not allow the appearance of creatures in clusters larger than are allowed by the cap. Note that the cap is biome-specific: even though [[sea serpent]]s are capped at one serpent per site, it is possible to get multiples, and even [http://www.bay12forums.com/smf/index.php?topic=75780.0 start a breeding program], if your fortress abridges multiple valid biomes | + | This cap will not limit any [[breeding]] you do once you have captured the creature, and will obviously not affect any creatures visiting your [[site]] that are allowed to leave. It ''will'' affect the maximum number of non-breeding creatures that you can have at your fortress, however, and will not allow the appearance of creatures in clusters larger than are allowed by the cap. Note that the cap is biome-specific: even though [[sea serpent]]s are capped at one serpent per site, it is possible to get multiples, and even [http://www.bay12forums.com/smf/index.php?topic=75780.0 start a breeding program], if your fortress abridges multiple valid biomes. |
− | Every time a species becomes locally extinct it is (obviously) taken out of the wildlife visitation rotation. Rendering a policy of mass genocide on the countryside can thus eventually force the appearance of a sought-after species of wildlife, if you push hard enough. However, for the most part the number of creatures that can appear in the biome is so large, and the population caps are set so high, that it doesn't seriously affect gameplay. Aggressively hunting the local wildlife ''will'' eventually restrict its variety, however, and eventually | + | Every time a species becomes locally extinct it is (obviously) taken out of the wildlife visitation rotation. Rendering a policy of mass genocide on the countryside can thus eventually force the appearance of a sought-after species of wildlife, if you push hard enough. However, for the most part the number of creatures that can appear in the biome is so large, and the population caps are set so high, that it doesn't seriously affect gameplay. Aggressively hunting the local wildlife ''will'' eventually restrict its variety, however, and eventually can theoretically prevent ''any'' wildlife from spawning at all. |
The cap does have important ramifications for a few specific species, however. Wildlife appearances on [[glacier]]s are heavily restricted, for instance, so the particularly aggressive [[yeti]], which only appears five to ten times, is often made extinct very quickly. Because of a bug, aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.{{bug|2780}} [http://www.bay12forums.com/smf/index.php?topic=84112.msg2252463#msg2252463 A certain nuance] of the tag's implementation allows maintained hunting of certain species, with some micromanagement: if a cluster (or pack) of animals appears on the map, as long as at least one animal in that cluster is allowed to leave, the species will not have been considered depleted. This obviously does not work on solitary creatures. | The cap does have important ramifications for a few specific species, however. Wildlife appearances on [[glacier]]s are heavily restricted, for instance, so the particularly aggressive [[yeti]], which only appears five to ten times, is often made extinct very quickly. Because of a bug, aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.{{bug|2780}} [http://www.bay12forums.com/smf/index.php?topic=84112.msg2252463#msg2252463 A certain nuance] of the tag's implementation allows maintained hunting of certain species, with some micromanagement: if a cluster (or pack) of animals appears on the map, as long as at least one animal in that cluster is allowed to leave, the species will not have been considered depleted. This obviously does not work on solitary creatures. |