It is possible to start a fortress that overlaps multiple alignment types (for example; a terrifying forest and a calm shrubland). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
有些动植物是特定环境所独有的，他们只会在这些环境出现在地图上时才会被发现。多数生物也需要适合的气候才能生成。在建造要塞之前检查特定的生态群落十分重要。一旦一个生物在地图上生成，它未必呆在自己的生态群落 ，可以随心所欲漫游。Because of this, the specifics of what means what can be difficult to pin down sometimes.
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific climate to spawn in. Again, it's important to check the specific biomes making up your site. Once a creature spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
Caverns are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.
选择周边环境最接近于选择游戏难度，但不是唯一的决定因素。周边环境可能会在'Myth & Magic'更新中被移除。 Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth & Magic' update. 
Combinations & characteristics of surroundings
The names given to different areas will reflect their moral standing. For example, good biomes may be named "The Hills of Sweetness" while an evil one may be named "The Prairie of Agony". Neutral biomes will generally have more generic names, such as "The Beige Jungles".
- Including Calm, Wilderness and Untamed Wilds
中立 的区域最容易理解。它们一般模仿现实世界，并带有有辨识度的野生动物。取决于区域情况，它们可能相当危险，带有各种生物：从温顺弱小的黄鼠狼，到一般没有侵略性但强大的大象，再到很有侵略性、非常危险的giant eagle。 正如期望的一样，温顺中立的区域却是很安全，而野蛮中立的区域可能会带来巨大困难。这取决于主导的气候、地形或者野生动物。你可以在这些阵营中找到大部分标准地上植物，比如刺霉，绳索苇，草莓之类的。
Neutral regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful elephants, to the very aggressive and very dangerous giant eagles. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the dominating climate, landforms, or wildlife. You'll find most of the standard aboveground plants in these alignments, such as prickle berries, rope reed, strawberries and the like.
- Including Serene, Mirthful and Joyous Wilds
Good biomes tend to have less aggressive (often
[BENIGN]) and weaker creatures, except for the unicorn. They also tend to have more fanciful creatures than neutral biomes. Good regions also support the wild sun berry, which makes the best alcohol in the game. There are generally slight changes between Benign Good and Savage Good. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.
Distinctive flora & fauna
- Animals: merperson, mountain gnome, satyr, unicorn
- Plants: bubble bulb, downy grass, sun berry
- Trees: feather tree
- Vermin: fairy, fluffy wambler, pixie
- Including Sinister, Haunted and Terrifying
Evil regions are much more dangerous and strange than their Neutral and Good counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres can be found in evil regions.
Evil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of demons or necromancers ruling over a site in it (known as "circumstantial" evil regions). An evil region possesses spheres associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to bogeymen. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.v0.47.01
Most evil regions have associated evil weather. Evil clouds can inflict various syndromes on par with those of forgotten beasts, or instantly transform creatures into freakishly powerful thralls. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy thoughts and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.
所有邪恶区域中大概一半是“能复活”的，这意味着所有野生动物和植物都会是undead，而且任何死亡的生物都会在很短时间后被复活为undead。Undead对所有活着的生物都表现出敌对，也感觉不到害怕和痛苦。总的来说，undead的野生动物'极其危险，特别在恐怖的区域中。这是因为undead可能含有僵尸化的飞行者，他们能在几乎毫无警告的情况下，俯冲下来将您的矮人撕碎，而且一般无害的动物（如海狸）还会turn out to be necro-buffed monstrosities that are out for all living blood。
About half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be undead, and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is extremely dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like beavers will turn out to be necro-buffed monstrosities that are out for all living blood.
Undead can only be killed in combat by beheading, bisection, or pulping damage, or otherwise by butchering, cave-ins, particle physics, or good old fashioned magma. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not "mangled" and contains at least one hand or head can reanimate. This includes skin and even hair left over from butchering.
Creatures that can destroy buildings, avoid traps or steal items will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of "perpetually murderous towards all living beings" no matter how much you decide to bother them. Maybe a vampire or necromancer can help?
If your embark site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for gathering, too.
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of traps and/or a military armed with blunt weapons. Be very careful with refuse stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea.
Evil regions are so inhospitable that beginners might find evil surroundings—even Benign Evil—too difficult. Still, players may wish to embark in such surroundings for
a challenge fun.
Evil regions can appear on the map as either light and dark magenta or dark red and grey. There is no significant difference between these region.
- — Toady One ()
- So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta. It defaults to zero, which is the magenta version, but when the "evilify" region function is called, it is randomized from 0-1. There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1. If either of those things aren't working, then the colors would probably all be magenta.
- — Toady One ()
- 动物: 喙狗, 暴风雪人, 黑暗地精, 污邪杂种, 水鬼, 鹰身女妖, 冰原狼, 夜翼, 食人魔, 海怪, 绞杀者
- 植物: 裂钩草, 凝视眼球, 蠕虫卷须
- 树: 紫影树
- 害虫: 血飞虫, 恶魔老鼠, 节蠕虫, 幻影蜘蛛
Distinctive flora & fauna
- Animals: beak dog, blizzard man, dark gnome, foul blendec, grimeling, harpy, ice wolf, nightwing, ogre, sea monster, strangler
- Plants: sliver barb, staring eyeball, wormy tendril
- Trees: glumprong
- Vermin: blood gnat, demon rat, knuckle worm, phantom spider
- Including Untamed Wilds, Joyous Wilds and Terrifying
“野蛮”环境是唯一拥有某些动物的巨人和类人版本的环境。It is also possible that two groups of animals happen outside on a savage biome, instead of one. 它们的野生动物种类也比其他生态群落多得多。
Savage surroundings are the only surroundings which have giant and humanoid versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with giant keas or giant badgers, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. "Savage Good" regions are called Joyous Wilds, "Savage Neutral" regions are called Untamed Wilds, and "Savage Evil" regions are called
excessively fun Terrifying.
Savage biomes also house whip vines, a high-value millable/brewable aboveground crop, and highwoods, a slow-growing tree that can grow as thick as 3×3.
Civilizations, except for elves, who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during world generation if the game can't find enough low-savagery regions to place civilizations in.
- 动物: 地上animal people, giant animal, giant desert scorpion（0.42.04之前），野人, 海蛇, 雪怪
- 植物: 鞭藤
- 树: 极树
- 害虫: 橡子蝇, 狐松鼠, 泥跳虫, two-legged rhino lizard
Distinctive flora & fauna
- Animals: above-ground animal people, giant animals, giant desert scorpion (pre-0.42.04), sasquatch, sea serpent, yeti
- Plants: whip vine
- Trees: highwood
- Vermin: acorn fly, fox squirrel, moghopper, two-legged rhino lizard
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