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Overview Edit

Recounting Legends Edit

  • Recount the ages by having agents run through all actors life cycle (Life to Death)
  • Track all items crated and consumed (actors, crafts, terrain)

Creatures Edit

  1. Hostile: If "Yes" then the creature will attack on sight, if "No" then the creature is either neutral or friendly. Un-dead creatures are always hostile to living things.
  2. Food Source: If "Yes" then the creature can be butchered into edible substance that your dwarves will feed on.
  3. Size: The average size of the creature when an adult. This can be anywhere from 500 for a rabbit to 25,000,000 for a dragon. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger pressure plates. Size is modified with height and broadness (i.e. incredible skinny and short is below the average weight, while a fat and tall one is above it).
  4. Pet Value: This is the value the creature can be bought and sold for as a pet during trading.
  5. Biome: Where the creature can be found.
  6. Features: Any special features the creature possesses, these can include things such as causing a syndrome, breathing fire, or spinning webs.

Civilization Edit

  • Race: Human, Elf, Goblin, Orc, and  
  • Personalities: http://dwarffortresswiki.org/index.php/DF2014:Thought  
  • Procedural Language Generation: 
  • Military: military, squads, routes, and outposts
  • Ethics: Morally speaking, dwarven ethics most closely resemble human and elven ethics, agree somewhat with kobold and animal-people ethics, and disagree strongly with goblin ethics. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter). They are entirely opposed to torture of any sort for any reason, unlike elves, humans, kobolds and animal-people (who find certain forms of torture acceptable) and especially goblins, who find all torture acceptable. Dwarves tolerate animal trophies but shun those who keep trophies of sapient beings, and find those who keep trophies of other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal-people. An exception to this is the killing of neutral beings, which is sanctioned as long as the killing had been officially ordered. A dwarf found to have participated in assault, theft, trespassing or vandalism will be seriously punished; some crimes such as killing other dwarves, breaking oaths, slavery and treason are punishable by death. On the other hand, lying is considered a personal matter.
  • Mythology: In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of gold, silver, and precious stones, and pass their time fabricating costly weapons and armor. They are famed miners and smiths, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarven smiths created some of the greatest and most powerful items of mythology, which inspired the in-game strange moods and Legendary artifacts.

Industries Edit

  • Wood industry: Growing and cutting wood to produce items including furniture and fuel.
  • Stone industry: Exploration and mining stone to produce buildings and items.
  • Farming industry: The gathering and farming of plants for food and textiles.
  • Alcohol industry: The production of alcohol to keep dwarves hydrated and content.
  • Fuel industry: The production of fuel to support the metal, glass and ceramics industries.
  • Fishing industry: Fish are harvested and processed into food and shells.
  • Meat industry: Animals are processed into meat, leather, bones, teeth and horns.
  • Metal industry: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.
  • Bee-keeping industry: Bees are collected into hives, which produce honeycomb and royal jelly.
  • Poultry industry: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.
  • Extract industry: Vermin and plants can be processed into valuable extracts for export.
  • Armor industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.
  • Weapon industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.
  • Finished goods industry: Almost all materials can be used to produce crafts for export.
  • Furniture industry: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.
  • Soap industry: The production of soap to be used in healthcare.
  • Glass industry: Sand is used to create low quality gems, plus an assortment of other goods.
  • Gem industry: Raw gems are cut, some into finished goods, while most are then used to decorate ("encrust") a multitude of items.
  • Textile industry: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.
  • Ceramic industry: Clay is used to create moderate quality containers, bricks, and crafts.
  • Military: Brave dwarves put themselves in danger so that others may live in peace.
  • Healthcare: Patching up your inevitably-wounded dwarves.
  • Trading: Fortress goods are exchanged for materials and goods from other civilized places.
  • Administration: Parasites Dwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers.

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