

Volcano, ideally with some sort of surface water and some surface vegetation I've got two different takes on an "ideal" location: Thirdly, longer histories have much higher chances of the race I'm aiming to play as having died out entirely by the time worldgen wraps up. Plus, it makes going through historical figures and events easier as there isn't as much clutter from unrelated happenings. Although this means that civs haven't yet had much chance to spread out yet, it lets me feel like I've got a bit more agency in the actual history of a given civ. Again, I'm looking for fights, so civs being isolated is a big mark against a world.Īdditionally, I tend to run world's with very short histories. Large bodies of water are fine, but if I get too many islands or continent-dividing mountain ranges I tend to reroll. I do tend to be fairly picky about the actual world gen, though. There aren't really too many other factors that play into my embark sites. A trade partner or two is good, but only after I've found someone that's likely to give me a fight. Once that criterion is satisfied, if there are still multiple choices, I choose the civ that is likely to make interactions with whatever neighbors exist the most interesting. More practical players might consider goblinite to be the primary benefit of such an embark, but personally I'm more interested in the actual fighting itself.Ĭhoice of civs: As I mentioned some way above I do tend to play with mods, so to some degree it's more a choice of which race I feel like playing. Idk, I just hate feeling like I have to scrounge, you know?Īs far as neighbors are concerned, I do like to have at least one neighboring hostile civ where possible. I'm not really a fan of efficiency, so I like having some wiggle room without having to scrounge. As such, any place I can expect large, nasty creatures is a good start.


I'm a big proponent of war creatures, both for my fort and for export. Neutral has been, in my experience, more grounded and predictable. Good looks inviting, but honestly I find some of the features are a little too fanciful for my tastes. Evil has some interesting critters (more on that later), but too many other complications. They're handy for all sorts of projects, but they're also kind of a nuisance. Usually that tends to put possible sites at least partially in the mountains, but if I fiddle with volcanic variables enough, I can wind up with qualifying sites in almost any biome.Īquifers really depend on how impatient I'm feeling when I actually do the embarking. I like volcanoes, and I like my embark to have very steep cliffs. No experience with the Steam release yet, but I'll put in my two cents regarding what I traditionally look for in (modded) classic.īiome: Biomes are less important to me than the actual geographical features. If I was adept at surface magma shenanigans, maybe i'd think differently, but such ideas have always involved a lot of work for what I get out of them. I like going deep, magma at the bottom means I make use of all the zlvls of the embark rather early. Other thoughts: I don't value volcanoes very highly. Size of Wold: Medium 250 years, but I might be changing that soon to worldgens that run overnight. Neighbors: Yes Please, as many as possible.ĭwarf Civ: I've been joining the big team, worried that the small team can't provide migrants. I don't really care for embarks where minerals are plentiful.
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Minerals: I've yet to settle on a good metric for how to nail the right amount of minerals. Good and neutral forts play very similarly.

Good vs Evil: Evil forts are wildly variable. What do I look like, an elf? Evil forests can spawn purple wood or completely dead, both are acceptable.Īquifer: I am a fan of aquifers, don't really know what to think about heavy vs light. I'm not a fan of non-evil forests, too many trees. Pick a biome with plenty of wood and make a harbor village. I find oceanside forts are really peaceful if I want to chill out on the surface. Glacier spawns are nice for similar reasons. I also used to like Giant Desert Scorpions, but they got removed. The surface having things to do/plants/trees means dwarves go up there to do things, and spawning into desolation means I can just play the underground game without subduing the surface. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated)īiomes: I really like deserts and rocky wastes.
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