这篇文章的翻译需要校对。您可以帮助矮人要塞中文维基来 校对它

开局embark生成世界之后,实际开始游戏之前的要塞模式最开始的阶段。在此时,您和您最初的7个矮人需要这样做:

  1. 选择一个开局地点。
  2. 为每个矮人分配初始技能
  3. 选择初始物品
  4. 带着您所选择的物品和矮人抵达您所选择的开局地点。

注意,embark 一词还有另一个译名——“登陆”;它在此处并不只指从水路到达指定地点,而泛指所有抵达地点之前的动作(即玩家脑补的)。

选择一个地点

选择地点主要需要考虑下述几个因素:含水层的存在,木材、矿物和土壤的存量,气候以及您的邻居。这里有一个重要的规则:当您的所属文明规模太小时,您会发现在第二个冬天后不再会有任何移民到达您的要塞,这可能会带给你更多乐趣。为了避免这种情况,请您选择在地图上至少拥有两个矮人聚落的文明作为您所属的文明。

“选择要塞位置”视窗 v0.31.19

选择要塞位置的视窗上显示四个单独的部分,其中三个是不同放大倍数的土地视图:当地地区以及世界。在“当地”视图中突出(高亮)显示的区域即为您的开局位置(本地)。在“当地”视图中构成了一个 16x16 的开局区域(在游戏中,每个“当地”视图的图块代表一个实际游戏中 48x48 格的区域)。您无法直接操作“世界”视图,它只是为了让您可以了解“地区”视图中所显示的区域相对于世界其他区域的位置。

目前,您开局的地点必须全部位于“地区”视图的一个图块内。将来可能会取消这项限制。论坛贴子

键盘中的上下左右键控制地区地图中的 X 光标,而 u, m, kh 移动在当地视图中的开局地点。而U, M, KH 则将调整开局区域的大小。

开局位置的大小直接影响游戏所占内存的大小以及存档的大小。这可能使得寻路会占用更多的内存,通常会减少您游戏的帧数,并且对地图的保存和加载时间产生显著的影响。因此,建议使用较小的地图,尤其是针对配置较差的计算机。请记住,“当地”视图上每个图块都是 48x48 块大。

屏幕的最右侧会显示区域视图中符号 X 位置的一些基本特征。这些单独的生物群系将构成本地地图中的至少一个图块。可以使用F# 键循环切换不同的显示。例如,可以使用 F1F2F3 显示三个不同的生物群系区域。所选生物群系将在地图上以高亮的 X 显示,并且屏幕右侧将显示该生物群系的信息。

生态群落

主条目:生态群落

“生态群落”是一个具有相同特征的生物区,其特征是独特的植物动物物种气候

在上面的图片中,生态群落是“温带稀树草原”,生态群落所属的地区有一个特定的名字:“天鹅绒山”,是“玉角之地”大陆的一部分。

每个生态群落也将只包含一组岩层,尽管这些岩层通常会扩展到单个生态群落之外。你的矮人会根据他们在建立要塞时选择的生态群落找到不同的资源。

在选择要塞位置时,为了了解你的周边环境,生态群落信息是非常重要的。当开局地点存在着多个生态群落时,您可以按 F1F2 等键分别查看它们的详细信息。

气候

主条目:气候

气候决定了该地区最高温度的范围,这又会影响暴露在室外的危险程度,以及水在冬天是否会结冰和水的蒸发强度。

在上图中,气候显示为 Temperature:Warm(温度:温暖)。

非常炎热和非常寒冷的生物群系都存在各自挑战,这可能进一步影响到其他环境因素。例如,冰川被冻结半年,将会导致没有树木,也没有河流。而非常炎热的气候则可能会使得你能看到的所有地表水迅速蒸发,导致寻找水源变得更加危险;因为在这种条件下,充满敌对生物的地下洞穴可能会成为您唯一的水源。

植物

主条目:灌木

上图显示为 Trees: Sparse(树木:稀疏)和 Other Vegetation: Moderate(其他植被:中等)。

树木提供的木材十分有用,是一种基本的建筑材料。作为唯一可用于制造床的材料,它十分重要。此外,用金属制作箱子和桶是一个复杂的过程,涉及到很多不同的步骤,会使用许多不那么常见的资源,因此通常也选用木材来制造这些物品。木材还是木炭的一种来源,而木炭是一种可用的燃料,可用于在熔炼炉锻造间中制造金属产品;即使您拥有了岩浆锻造间,也需要燃烧木炭来制造钢铁。木材也可用于制造草碱,或是再制成肥皂,还可以直接用于农场施肥。

尽管木材有许多用途,但在您的生物群系中也可能没有任何树木。由于木材价格低廉,因此可以在开局携带大量木材,并在之后依靠与精灵、人类和矮人的贸易来满足您的木材需求。此外,无论地表有多么贫瘠,您都可以在泥泞的地下区域种植树木,即便这一过程复杂且耗时极长。

至于灌木,可以通过草药师的技能来从中获得一些简单的食物、用于酿酒的材料,以及某些很有用的地表作物种子——这些种子通常只能通过与精灵的交易获得。

周边环境

主条目:周边环境

周边环境影响着当地野生动物的强度和敌意,且有些植物只能在特定类型的周边环境中生长。

示例图像的周边环境列为 Surroundings:Wilderness(环境:荒原)。

任何生态群落都可以与每一种周边环境组合;例如,冰川既可以是诡异的、也可以是荒原,还可以是欢乐的。然而,同一个命名区域(一类生态群落——如森林或湿地——所构成的相邻区域)只会有一种周边环境,要么是善良的,要么是中立的,要么就是邪恶的。

周边环境有两个参数:野蛮程度和阵营。平静中立的野蛮程度在功能上是相同的。野蛮的土地和普通的土地差不多,只是在这里经常会有普通动物的巨大种,或者敌对类人种。例如,在野蛮的丛林中,你可能碰到一个老虎人,而不“仅仅”是一只老虎

善良生态群落类似于中立生态群落,除了有更奇特(通常是温顺的)的生物,如小精灵蓬松毛球独角兽,并且通常不比中立生物群落更危险。邪恶生态群落是许多危险生物的家园,通常包含死去的植被,甚至包括正常生物的不死族版本;这为那些想要面对更大生存挑战的玩家创造了一个更加恶劣的环境,特别是在游戏的早期。树木可能不会在邪恶的区域生长。

可以创建一个覆盖多种阵营类型(例如,善良、邪恶、野蛮和温顺)的要塞。一些玩家认为这就是他们想要的,因为它为玩家所在的世界一角提供了多样性,但它也有着存在更凶猛的野生动物的危险。

层特征

主条目:矿石岩石

在生态群落视图的右下角,报告了该地点的一些主要特征。你会被告知该生态群落上面是否有土壤层(以及它的厚度),以及土壤是否包含粘土。由于无需灌溉,深厚的土壤层可以极大地提升地下农业的建设速度。如果有金属矿石,则视图中会显示“(多种)浅层金属” Shallow Metal(s) 或“(多种)深层金属” Deep Metal(s)。如果金属位于前两个岩层内,则它们被视为“浅层”的;除非生态群落是浅海(显示为“少量土壤”)或沙地沙漠,在这种情况下,它将前五个岩层都视为“浅层”。如果存在熔剂石,也会在视图中显示出来。

土层深度用浅棕色文字显示:“少量土壤” Little soil、“有些土壤” Some soil、”深层土壤” Deep soil 或“非常深的土壤” Very deep soil。粘土被报告为“浅层粘土” Shallow clay 或“粘土” Clay在此处不会报告;如果你想确保自己的要塞能有沙子,最保险的方法就是在沙漠生态群落中开局。(请注意,DFHackembark-tools 插件可用于添加沙子的指示文字。)

你不会被告知具体存在哪种金属。要想找到制造钢铁的原材料,最好的办法就是找一个有“浅层多种金属” Shallow Metals(注意要是复数)和“熔剂石” Flux 的地点。含有浅层金属的生态群落极有可能在地表附近的沉积层中生成矿石。即使做不到这一点,你实际上也肯定会得到一些矿石(黝铜矿)。

含水层

主条目:含水层

An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see Aquifer.

含水层是一层被水浸透的土壤或石材,生物群落可能包含多达3层含水层(理论上限可能更高,但至少能达到或接近这样上限的很少)。开局含有含水层的地点会在开局前发出警告,因为含水层的存在会大大增加建造要塞的难度。有关处理含水层的具体策略,请参见含水层

更改视图

Tab 键将在各种不同的视图和面板中循环显示。

  • 邻居 Neighbors:离你当前位置最近的其他文明。更近的距离增加了互动的机会,尽管目前这在很大程度上意味着“附近的兽人更有可能攻击你”。如果本页上没有任何种族显示,这意味着如果你要去那个地方,没有任何文明能接触到你。如果你登上一个岛屿,或者一个完全被山脉包围的地方,那么除了你们自己的矮人文明之外,任何文明都不可能到达你们身边,因为在世界地图中穿越海洋或山脉的旅行是无法实现的。如果连“矮人”词条 Dwarves 都没有出现,这意味着你的从属文明已经灭亡,你的从属文明将不会有任何移民浪潮或贸易到达你的位置。如果真是这样的话,建议你更改到一个仍然存在的文明,除非你想挑战如何在没有山中家乡的支持下生存发展。对你怀有敌意的种族由一系列红色标记 ------WAR 表示。后者意味着你会不时被那个种族围攻,而红色的 ------ 只代表外交上的敌意(通常来自世界生成时的偷拐婴儿事件)。他们(最终)仍将围攻你,第一次围攻将导致宣战[需要验证]。在原版《矮人要塞》中,兽人总是充满敌意,而人类或精灵也可能与特定的矮人文明交战。
  • 你的文明 Your Civilization:表示世界上所有的矮人文明。按 +- 键可以在各个文明中循环,以选择您的定居者所从属的文明。文明的选择将影响到与您交战的对象,可供交易和开局时携带的补给重类,你的文明的摄政者将是谁(要考虑到某些人可能会对其文明的摄政者感到惊讶),以及你的文明中是否还有任何还活着的成员可以迁移到你的要塞或与你的要塞交易。其中一些信息只能在传奇模式下查看。您可以通过按 e 键开局来查看你能在开局时带上的物品,从而了解到你以后可以(从贸易或其他手段)获得哪些货物或材料。如果你最终发现自己并不喜欢这个选择,只需按 Esc 键进入主菜单并选择中止游戏 Abort Game。虽然你在之后要重新找到这个开局地点,但这个操作可以让你不至于放弃要塞。
  • 相对高度 Relative Elevation——显示相对于地区中最低点的土地高度。
  • 悬崖指示符 Cliff Indicator——显示悬崖的陡峭程度。除了横穿山脉的河流外,即使是表面上非常陡峭的悬崖,也绝对会有坡道,让任何生物,甚至是商队中的货车,都可以很容易地通过(除非你已经关闭了“侵蚀”)。

Reclaiming a fortress 收回要塞

主条目:收回要塞模式

If you reclaim the site of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be forbidden and you will have to reclaim items before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse stockpile.

如果您执行“收回聚落”操作的对象是一个废弃的要塞,开局后您可能会看到先前矮人定居尝试时遗留下的物品、材料和尸体。这些物品最初是禁止拾取的,你必须使用“回收物品”才能让你的矮人承认它们的存在,例如将回收的尸体拖到墓地或垃圾储存区

Creating Your Settlers 创建定居者

马上开玩!

Venture forth

You can forgo the process of assigning skills and supplies and instead select Play Now! This option will give you a selection of dwarves, with the following profiles:

您可以放弃分配技能和补给的过程,而选择“马上开玩!”此选项将为您提供一系列矮人,以下是矮人们的资料:


  • Miner: Adequate Miner
  • Woodworker: Novice Carpenter, Bowyer
  • Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker
  • Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic
  • Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter
  • Fisherdwarf: Novice Fisherdwarf
  • Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner, Leatherworker, and Fish Cleaner

One of these will be randomly flagged as Expedition Leader at the start.

  • 矿工:勉强的矿工
  • 木材工人:新手木匠,弩匠
  • 樵夫:新手樵夫,火炉操作员,烧炭工,种植者,草药师,酿造师,厨师,碱液制造者,草碱制造者
  • 石材工人:新手石匠, 雕刻师,建筑设计者,机械师
  • 珠宝匠:新手石艺师,木艺师,骨雕师,宝石切割师,宝石镶嵌师
  • 渔夫矮人:新手渔夫矮人
  • 鱼类清理员:新手织工,裁缝,屠夫,制革工,皮匠,鱼类清理员

其中一个矮人会在开始时被随机标注为远征领袖。


The default embark value for a custom embark is 1504 embark points. Either 1104 or 1304 points are spent in pre-chosen goods (depending on if an iron or steel anvil is used), 54 points in dogs and cats, and 200 or 400 unassigned (depending on if a steel or iron anvil was given). The Play Now! embark only uses either 1158 or 1358 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.

自定义开局的默认开局点数为1504点。“马上开玩!”会在预选货物中花费1104或1304点(取决于是携带的是铁砧或钢砧),在中花费54点,剩下200或400点未分配(取决于是携带的是铁砧或钢砧)。立即播放!创业只使用1158或1358点。即便使用“马上开玩!”开局并不意味着比其他开局方式更注定会失败,但如果你建立一个早期的要塞都需要什么,使用精心准备开局会更好。

精心准备

Small list of custom-chosen embark items.

Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,504 points, though all but 200 or 400 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to name your fortress and your embark group.

精心准备允许玩家通过花费技能和货物之间共享的点数池来定制他们的出发队伍和补给,每个技能等级和货物项目都有一个点数消耗值。开局的总点数被设定为1504点,但除了200点或400点外,其他所有都是预先花费在基础装备上的(和“马上开完!”同一配置)。玩家理所当然地应该通过花掉所有可用的点数来最大限度地提高开局时的价值。通过精心准备,也可以为您的要塞和您的开局队赋予名称

It is possible to change the amount of available embark points when playing via advanced world generation, where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000. With DFHack, the command ``points [#]`` (with "[#]" being any number) will set the amount of available embark points to the specified number.

通过 高级世界生成游玩时,可以更改可用的开局点的总数,也可以创建或自定义预设。生成设置中可设置的最大开局点总数为10000。DFHack中,命令``points[#]``(其中“[#]”为任意数字)可以将可用开局点数设置为指定数量。

使用菜单

Use Tab to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and + or - to choose more or less of the highlighted item or skill. When viewing items, hit n to go to a menu for any "new" items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit Enter, then increase the number desired as above (+ or -) in the main menu.

使用Tab在技能界面和物品界面之间切换。使用4个方向键或数字键盘在不同的选项/列之间移动高亮显示,使用+-增加或减小突出显示的物品数量或技能等级。查看物品时,点击n进入查看当前未列出的任何“新”物品的菜单,包括之前通过将数字减为0而删除的物品;选择物品,按Enter,然后在主菜单中如前所示增加所需的数量(+-)。

If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.

如果你不能购买额外的技能等级,则意味着你没有点数了,必须返回一些物品以获得额外的点数。如果您没有足够的点数进行这些选择,则在选择新物品时,将自动从视图中删除价格较高的物品,仅显示您当前点数所能负担的部分。

技能

主条目:技能

At embark, all seven settlers begin with no rank in all skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list – including military – with the restriction that no single skill can be increased beyond 'proficient' (level 5). Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated, and since ranks cost points there is a further trade-off to be made against other uses of embark points. The current skill rank is shown to the left of the skill (e.g. Novice), while the point cost of the next rank increment is displayed at the right; novice rank costs 5 points and each subsequent rank costs one additional point (so Adequate costs 6 points, Competent costs 7 points, and so on). Reaching 'Proficient' thus costs a total of 35 points. The most expensive allocation is granting all settlers 'proficient' in two skills; this costs a total of 490 points, which is nearly a third of the total budget. By contrast, allocating each dwarf 'novice' in 10 skills costs only 350 points.

在开局时,所有七名定居者在所有技能上都是没有等级的。每个矮人可以被分配10个额外的等级数到任意技能,你可以在整个矮人技能列表中进行随意分配(包括军事技能),限制条件是任何技能都不能超过“精通”(5级)。因此,你可以在专业化和雨露均沾之间进行权衡:每个侏儒可以“精通”两种技能,或者拥有10个最低等级的技能(1级,“新手”),再或者介于两者之间。并非所有额外等级数都需要分配,而且由于等级数也会消耗大量的开局点数,与其他开局点数的用途之间还需要进一步权衡。当前技能等级显示在技能的左侧(例如新手),而达到下一个等级所需的开局点数显示在右侧;新手级别需要5分,后续每个级别都多出1点(因此勉强级别需要6点,合格级别需要7点,依此类推)。因此,达到“精通”总共需要35点。最昂贵的选择是让所有定居者“精通”两项技能;这总共需要490点,几乎占总开局点数的三分之一。相比之下,给每个矮人分配10个“新手”技能只需要350点。

Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.

虽然这已经相当耗费精力了,但面对长长的技能列表和浮动成本,技能等级的价值仍然需要进一步进行比较和考虑,特别是考虑到某些技能在游戏早期或很有用或缺乏价值,训练起来或容易或困难。新手(等级1),甚至是涉足(等级0)的许多技能表现都和传奇(等级15+)一样好。一个新手火炉操作员生产焦炭的速度不会像传奇火炉操作员那样快,但他们生产的速度足以同时让另一个火炉操作员冶炼赤铁矿很长时间了。此外,以新手或更高技能开局将自动启用相应的劳动,避免在到达时还需人工分配。

For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.

举一个更复杂的例子,可以用木材生产的东西和可以用金属生产的东西之间有很多重叠。在游戏早期阶段木材丰富(如果建立了一个林场,或是在你的要求下商队带来几大页的木材,木材丰富的情况通常会持续整个游戏),而金属加工产业可能需要更长的时间来建立。或者,由于需要多个步骤,用金属在游戏早期阶段中生产特定的产品需要比用木材多几倍的时间。金属加工技能的训练速度也比木材加工慢,金属制品的基础生产时间也比木材制品长。所以有时生产木制产品比金属制品更好,这意味着在这些情况下木材加工相关技能比金属加工技能更有价值。

From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an immigration wave, if you care to take that chance.

从一个角度来看,木材加工技能将更能直接地用于在游戏早期阶段中快速地生产价值更高的商品,特别是考虑到货物巨大的需求量;然而,家具质量在游戏早期几乎不受关注,生产大量价值与性能没太大关系的商品(例如圆桶,你不会用于交易或用来装饰房间)可以让你的木匠快速提升他的技能。即使在严格的功能层面上,新手木匠也能以足够快的速度生产床、圆桶和储物箱,跟得上羽翼未丰的要塞的发展速度。最后,一旦金属生产工作开始并运行起来,如果让一个农夫或粗人从头开始学习金属加工,那么进度可能会非常缓慢,因此一个熟练的金属锻工在时间成本上比一个熟练的木匠更有价值。如果你愿意冒这个险,也可以等在一波又一波的移民中,偶然获得一位高技能等级的金属锻工。

补给

The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone.

默认的补给清单包括种类繁多的食品、种子、饮料、工具和医疗设备,且是十分合适的,尽管额外的食物和饮料也没什么坏处。

Considering Metals 关于金属

  • If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.
  • 如果你的文明缺少铜或者铁(或者两者都缺),那么花费在标准配置金属装备上的开局点数会很快缩小“精心准备”相较于“马上开玩!”的优势。但能自由分配这些点数仍然是“精心准备”的优点。
  • Previously, if your home civilization did not have access to copper, you would start with bronze picks and battle axes instead, but there has not been evidence of this occurring since v0.44 of Dwarf Fortress.
  • 以前,如果你的从属文明无法获得铜,你可以携带青铜鹤嘴锄和青铜战斧进行开局,但从《矮人要塞》0.44版本开始,就没有任何证据能证明这种情况能再发生了。

Considering Materials 关于材料

  • When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.
  • 在树木稀少的地方定居时,一定要考虑带上额外的原木,以满足早期对床等木制品的需求。
  • You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).
  • 你可能还需要考虑用更便宜的洞穴蜘蛛丝绸(普通的,而不是巨型蜘蛛产出的)代替猪尾草纤维物品。
  • Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization. For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome.
  • 请注意,可用的物资类型可能会有所不同,这取决于你的文明最近的首都中可用的材料。例如,如果你的山中家乡没有一些类型的石材或是矿石,那么这些类型的石材或相应条锭可能根本不会列出。

Considering Animals 关于动物

  • Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the dangers of a catsplosion.
  • 不要小看携带动物产生的价值。特别是狗可以提供一个很好的早期预警系统,对抗妖鬼和其他小偷时效果良好,同时也能稳定地产出肉和骨头。猫对控制害虫数量很有用,但要小心猫口爆炸带来的危险

† Cats and dogs are only included by default in the Play Now! package. To start with them when you "Prepare Carefully", you need to go into the pets list to add them.

†猫和狗仅默认包含在“马上开玩!”中。当你使用“精心准备”时,你需要进入宠物列表来手动添加它们。

那些括号

  • All the items (not animals or dwarves) that you are bringing with you from embark will appear with between parentheses. Example: 模板:Dftext
  • 您在开局时携带的所有物品(不包括动物和矮人)将出现在双括号之间。示例:模板:Dftext
  • Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.
  • 您自己要塞生产的物品(或通过采矿/农业/采集/拾荒获得的物品)将没有括号。

保存开局配置

Once you have the mix of items and skills that you like, you can hit s and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.

如果你完成了你喜欢的项目和技能的开局配置,你可以点击s用自定义名称将其保存到一个模板中。在以后的游戏中,你可以在开始时轻松选择该配置。如果你套用的模板有你目前选择的文明没有的物品,你会收到明显的提示。你可以如上所述尝试其他的文明,或者你也可以就这样继续并更改配置。

If you match skills to the preferences and personalities of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.

如果你是在考虑了矮人的偏好人格特质与技能的匹配性之后,才添加了相应技能,那么最好不要在模板中包含任何如此决定的技能,因为它们只会按照列表上显示的原始顺序应用于之后开局时生成的矮人,而这些矮人很可能在偏好人格特质方面与你模板中的矮人有很大差别。

If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting s, overwriting your old template. You can also go into the embark_profiles.txt and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward. Embark profile repository contains examples of different profiles you can experiment with.

如果你想要添加额外的物品(可能是另一种廉价肉类,或以前没有的矿石),可以在决定好后点击s来覆盖旧模板。你还可以打开embark_profiles.txt并根据需要在SKILLS或ITEMS中编辑——语法相当简单。开局配置文件存储库包含你可以模仿并尝试的不同配置文件的示例。

开局策略

主条目:Starting build
为应对未来的困难好好准备

The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.

以下策略是建议。它们可能不是普适的,许多甚至是相互矛盾的。这是因为游玩《矮人要塞》的方式不是绝对的,也并非只有一种。因为存在对优先级、价值、乐趣或过程的未声明假设,有些建议可能并不适用于你。然而,因为失败就是乐趣,所以即使效果不好,有些方法也值得一试。

选择正确的开局地点

Need More Dirt - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.

需要较多的土壤 —— 如果在岩石层开始出现前存在三层土壤层,则会提供一片非常大的易于开拓的空间,能用来快速开掘规划出有效的储藏室,以及大块的农场或者树场,免去了灌溉大片岩石的麻烦。

Flowing Water (and its inverse) - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.

流动水源 (或者静水) —— 流动的水(河流或溪流)是为工作机械提供无限动力的必需品,因为地下水太危险,无法利用。无法保证地下会有无限的水,一张地图内的洞窟可能是完全干燥的。然而,降水量较大的地区总是会有泥塘,如果小心管理,这些泥塘可以由雨水重新注满。在永动机中使用有限的水可以为工作机械创造无限的动力。而且由于水量有限,泥塘根本不可能完全淹没你的要塞,而在应用无限水源时发生的一个小小错误则很容易导致这样的结果。

FPS - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on Maximizing framerate for considerations. Of all the things you can do to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.

FPS(每秒帧数) —— FPS方面的考虑经常会被忽视,然而这可能是你在开局前要做出的最重要的决定。FPS会因为越来越多的矮人和他们制成的东西而缓慢下降(游戏必须模拟所有这些人和他们正在制造的东西)。拥有一个只需要很少资源来模拟的聚落可以大大缓解这个问题。消耗FPS最多的通常是树木(尤其是落叶树,因为它们每年都会落叶)和流动或下落的水(后者对FPS的影响更大)。有关注意事项,请参阅“最大化帧数”。在所有可以改善FPS的事情中,选择一个新聚落并不是其中之一。如果你想维持一个要塞运作超过十年,那么及早计划这一点会让你省去很多麻烦。

准备策略

Free Barrels - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were "going to buy anyway". Alcohol will come in a new barrel after every 5th unit.

“白嫖圆桶”——物品储存在储物箱、圆桶或袋子中时,不会与其他物品同属一个大类的物品堆叠在一起。肉盔菇和马肉虽然都是食物,但它们是分开装在不同的圆桶里的。购买一单位的食物也会产生一个免费的桶供其储存。空桶的购买成本为10点,这10点也能用来购买5单位每单位成本为2点的食物,如果事食物不同种则还会附加5个免费圆桶。如果是为了获得圆桶而购买的任何成本高于2点的东西,都不如直接购买空桶或原木。这个概念可以扩展到许多不同的物品,特别是那些你“无论如何都要买”的物品。酒精每5单位后会储存在一个新圆桶中。

  • Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.
  • 请注意,同一动物的肉制品将储存在同一个圆桶中,因此购买1单位马肉和1单位马肚只会给你一个圆桶,而不是两个。
  • Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will "compress" your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.
  • 抵达后,你可以建造一个厨房,用所有这些一个单位的肉准备丰盛的餐点。这种办法可以“压缩”你的食物,并腾出一些圆桶用来酿造。烹饪食物所得到的物品数等于所有配料的总和,所以你不会损失任何东西。

Cheaper food - you can bring lots of milk (worth 1 embark point each), build a farmer's workshop, and make cheese out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer. Pick 1 unit of milk from each species and each one will come with a free barrel.

物美价廉的食物——你可以带很多乳汁(每单位只消耗1点),建造一个农夫工坊,然后用这些乳汁制作奶酪。结合白嫖圆桶的技巧,用奶酪和肉做丰盛的餐点,你会得到一些空出来的圆桶,以及物美价廉的优质食物。将牛奶制成奶酪非常快,不需要任何技能,您只需要让厨师或酿酒师制作奶酪即可。购买多个不同种的1单位乳汁,则每种都会免费提供一个圆桶。

  • To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -> Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.
  • 为了在酒精上节省开局点数(你可能还是应该带一些),可以买些4点每单位的肉盔菇。记得在z->厨房菜单中禁用肉盔菇的烹饪。建造一个蒸馏器,将它们全部酿造,每个肉盔菇可以酿造出5单位酒精。你也可以用采集并酿造当地植物来补充酒精。
  • Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.
  • 做丰盛的饭菜时可以只用1单位的肉,配上用肉盔菇当场酿成的成桶成桶的酒精(称为酒精烹饪)。这样可以生产更多的食物,但前提是需要知道具体做法。
  • When choosing all that different food, be smart. Press "n" Go to "Meat" section, press "e", and search for one particular kind of food, "meat", for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.
  • 当从眼花缭乱的种类种挑选食物时,要学聪明点。按n转到“肉类”部分,按e搜索一种特定的食物,例如“肉”。按Enter键,向下选择并重复。这样,你就可以快速添加来自不同种类动物的食物,并确保你没有来自同种动物的任何两种食物。此外,制作一个模板是个很好的主意,这样当你开始另一个要塞时,你就不必重做所有事情了。

Cheap Bags - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of sand costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).

便宜的袋子——即使是最便宜的袋子(由洞穴蜘蛛丝绸或低值皮革制成的)每袋也要10点,但你可以只携带几个单位的沙子,每个单位的沙子都会储存在单独的袋子里,袋子由随机选择的材料制成(包括巨大洞穴蜘蛛丝绸以及珍贵的生物皮革)。

Don't Really Need That - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be problematic Fun if you are unlucky and the caravan does not bring an anvil.

可能不是很需要那个 —— 除非你专门为尽早开始金属生产定制了开局配置,否则铁砧通常是不必要的,去除铁砧得到的100分可以更好地用于技能或额外的食物上(食物从来都不嫌多)。当矮人商队在秋天到达时会带来100☼的铁砧,甚至300☼的钢砧,这点价值对于一个初期要塞来说只是一个小小的不便。但如果你运气不好,商队没有带铁砧,这就有可能会带来点“乐趣”,造成些啸问题

REALLY Don't Need That - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the miners and an axe for wood cutters.

真的不需要那个 —— 对于已经熟悉游戏的玩家来说,就不用携带那些预先制作好的物品(武器、水桶等)了,只用带制作它们的材料。这意味着几块(3-10块,尽管你可能会带来更多)原木、一些耐火石材(如果你不介意一些微操的话,矿石也可以)、几块铜矿石和一个铁砧。到达后,建造一个木炉和一个锻造炉,制作木炭,然后为矿工制作鹤嘴锄,为樵夫制作斧头。

Medical supplies should be unnecessary to start with, because if you need them you're screwed you'll have Fun. You may want to bring some rope (or just thread) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼ (training axes no longer cut trees in newer versions), fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).

医疗用品一开始也不是必要的,因为如果你真的一开始就需要它们,那么乐趣已经找上了你,你玩完了。不过,你可能需要带一些绳索(或只是细线)。

你可以只用106☼价值的东西开始你的要塞(铁砧100☼, 1块铜矿用于1个鹤嘴锄6☼, 原木可以由拆解马车获得,并将其制成1把训练斧0☼(新版本的训练斧不能再用于砍树),耐火建筑材料——灰烬0☼, 其他一切都可以用你从伐木和采矿中获得的原材料制成)。

Yes, I Do Need That - DON'T EVER leave without alcohol unless you have a brewer and a way to gather plants early (untrained herbalists designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.

我确实需要那个 —— 绝对,绝对,千万,千万,不要忘记携带酒精!除非你有酿造师和提早采摘植物的方法(出发后指定未经训练的矮人充当草药医生就足够了)或者有安全的水源(最好是流动的)。如果可以的话记得要带多种类型的酒,因为这样你的矮人会更快乐,因为不同类型的酒可以涵盖他们又多又杂的偏好。

More Means Better... Right? - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with much more animals and supplies. This can be done in a few ways: The first way is entering the "advanced world generation" screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which can be set above 10,000. The third way is to simply use the "points" command if using DFHack, once a world is generated.

更多意味着更好……对吧? —— 也许你曾经认为默认的开局点总数对你来说不够,你认为如果你带着更多的动物和补给上船,你可以给你的要塞一个更好的开始。这可以通过几种方式完成:第一种方式是进入“高级世界生成”界面,并创建具有更高开局点总数的自定义世界生成设置。请注意,在没有作弊或更改游戏文件的情况下,开局点总数最多10000点。第二种方法是第一种方法的翻版,只是修改的是[game dir]\data\init\目录中的world_gen.txt文件——使用任何数字修改[EMBARK_POINTS:#]后的数字并保存,并可以设置为10000以上。第三种方法是在生成世界后,如果安装了DFHack,使用“POINTS”命令。

Back to the original question, does more mean "better"? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.

回到本小节的问题,更多是否意味着“更好”?答案既是肯定的也是否定的。以更多的物资和动物开始,可以给你一个巨大的开局优势,因为你拥有了可以让你的要塞运转的材料,以及用于早期繁殖和屠宰的动物。额外的物资和动物也可以在贸易中提供巨大的优势。然而,拥有额外的补给也会影响游戏性,因为拥有太多的制成品会减少矮人自己制造东西的机会,从而减少他们提高技能水平的机会。拥有太多的动物也可能带来难以管理的痛苦,尤其当它们开始繁殖时,这项任务只会变得越来越困难。此外,携带过多的物资可能会增加矮人把东西从马车上拿出来的时间。如果开局在可能发生早期袭击的地点,或者有会偷窃的生物经过,过长的卸载时间就可能造成巨大的麻烦。

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