![]() ![]() ![]() ![]() The Age of Myth: The number of living powers and megabeasts is at least 2/3 of what it was when the world began. If there are more than 3 powers in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes if 3 or fewer, then it will progress through the various Ages of Powers. This course of this period is shaped by the Great Powers historical figures with the or / creature tokens. Conversely, larger worlds tend to be more age-stable. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. World size may affect how long an age lasts. It is also possible for a world to enter a particular Age more than once (e.g., The Second Age of Legends) if the appropriate conditions are met.Ī time when Heroes, Mega-beasts and Titans walked the earthīelow is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made. This may happen after killing a large number of megabeasts.Īges are determined by the states of the world during world generation. The age itself has no bearing on gameplay other than as categorization in Legends mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. An age can be seen as an epoch, something which defines the period of years it describes. In addition to the year, a world's history is also divided into ages. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. If you do, then they will send caravans every season, including winter.Ĭivilizations will visit your fortress based on what season it currently is. * If you have modded the game to not be at war with the goblins or kobolds, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals or wagon pullers. There are also full moons on certain fixed dates every year, during which werebeasts will transform into their werebeast form on these days. The world follows a seasonal cycle - each season affects the climate, the crops that can be farmed, and the ebb and flow of trade. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting Create a World, and can also be set to any arbitrary year by editing the advanced option End Year in the Design New World with Advanced Parameters screen, or by interrupting world generation. The game's first playable year begins whenever the world stops generating - by default, this will be year 250. The months are named after kinds of stones, ore, gems and wood. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. New Year's Day and the first day of Spring both fall on the 1st of Granite. ![]() Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. During game-play in fortress mode, however, the layout of the date is YY-MM-DD. The dwarven calendar is used to display the day, month, and year of any given date, and is visible in the upper right corner of the status screen ( z). ![]()
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