The actual length of history generation determines the details of the world the history configuration setting only establishes a maximum year at which generation will stop automatically. (Players might choose to do so if they are trying to reach a certain age, if they want to embark near a tower, or if worldgen has slowed to a crawl, for instance). Note that history generation can be interrupted and the world saved far short of the selected history value. The longer the history, the more historical events will be generated by the time gameplay begins. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. "This is the (maximum) length of pre-generated history." The number of years for the currently selected length will be shown in the lower right. Selecting bigger worlds will reduce the framerate (update speed) of the game in fortress mode, so selecting small or smaller worlds is recommended.Īnimation of the world and history being developed. Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. Using basic world generation, the size options are:Įach region tile corresponds to 16×16 local area blocks of 48×48 tiles each. "This controls the size of the world map" as it says at the bottom of the screen when this option is highlighted, including the dimensions of the world that will be generated given the currently selected size. The basic world generation menu looks like this:Įach of the parameters is described below: Fortress and Adventurer modes allow you to influence a tiny part of that tale and write your own chapter one chapter in an enormous bookshelf. Dwarf Fortress is not only a game, it is a gigantic fantasy world simulator. The world's complexity could rival the works of Tolkien himself. Countless characters, each with a unique appearance and personality, live their lives, some of them calmly, while others go out and influence history. Entire civilizations rise, wage war, fall, rise again, and fall. While you wait for the counter to finish, an entire fantasy world with unique geography, history, and even language is created. This is where Toady invests most of his time, this is the piece of art that makes Dwarf Fortress unique enough for the Museum of Modern Art in New York City. World generation can take a long time and may seem like a nuisance, but it is the actual heart of the game. ( For advanced parameters, see advanced world generation.) So early-game performance isn't very indicative of long-term performance, in my experience, so trying a 'new' style/size for its FPS impacts invovles significant time investment to see how it's different.This article will cover basic world generation using the first option. Most of those forts make it to a idle-at-15fps,-dwarves-doing-stuff-at-~7fps state, though one fort I was very determined about keeping I went on until it was ~5fps most of the time (dipping to 1fps if I gave any mass orders).īut at embark, I've even done a 4x4, and it lasted for (ingame) years before slowing down. My older, 3x3 80-dwarf forts tended to get unplayably slow, and it mostly was just a matter of when I would give up on it. My current fort is a 2x2 with 40 dwarves that has attempted to be designed around maintaining fps, and it's usually in the low 30s. I currently tend to use 2x2 embarks, and wind up around 20fps with 100 dwarves after the fort has started to mature. For me, it's generally a med- to late-game issue.
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