Dwarf Fortress > DF Dwarf Mode Discussion

How Do I get a "dead" civ to generate so I can play as one?

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Codyo:
If there is an actual dead civ, in my experience they're always available to embark under. The trick is to use a utility like Legends Viewer to find what dwarven civ has been destroyed.
Besides a utility, you can also tell if one is dead if you see no colored territories on the map. I'm not entirely sure on this though... there might be a bug where a dead civ does have a town left but it's only filled with pets (sad).

Whether you're getting defeated civilizations at all is different issue.
In order to make dead civs more frequent, I would increase the Megabeast and Semibeast cap of the world by like 30% (advanced world parameters is actually pretty easy to use). This will make town attacks much more frequent and can lead to a somewhat barren world if you increase it even further. By year 100 on a Medium world, I usually have at least 2 dead civilizations for each race. I don't know if all will show up as an embark option but I know one of them will.

PatrikLundell:

--- Quote from: Codyo on April 24, 2018, 01:06:15 am ---If there is an actual dead civ, in my experience they're always available to embark under. The trick is to use a utility like Legends Viewer to find what dwarven civ has been destroyed.
Besides a utility, you can also tell if one is dead if you see no colored territories on the map. I'm not entirely sure on this though... there might be a bug where a dead civ does have a town left but it's only filled with pets (sad).

Whether you're getting defeated civilizations at all is different issue.
In order to make dead civs more frequent, I would increase the Megabeast and Semibeast cap of the world by like 30% (advanced world parameters is actually pretty easy to use). This will make town attacks much more frequent and can lead to a somewhat barren world if you increase it even further. By year 100 on a Medium world, I usually have at least 2 dead civilizations for each race. I don't know if all will show up as an embark option but I know one of them will.

--- End quote ---
No. DF culls fully dead civs from the list if there's any civ that isn't fully dead (I'm talking about embarkable civs, of course, not external ones). This means that any "dead" civ you'd find for embark in a world with a successful dwarven civ will merely be "struggling". The permit_dead script adds dead civs to the list of embarkable ones if any are available.
I'm not sure about the territory control check, as I've failed to find it to match when I looked at it, but mikekchar mentioned that it's updated every 10 years, so that may have been a factor. For the time being, I'll only trust the blank civ screen.

wierd:
I have found that simply reducing peak count and pumping semi and actual megabeast populations to the maximum tends to do the trick in generating dead civs. Goblins tend to thrive on such worlds, and the combination of endless titan attacks and goblin skirmishes seem to do them in nicely.

You need at least one peak for the game to plant dwarven civs, but if you keep that number really small, it concentrates all the dwarves, making them easier to get hammered.

Cheedows:
I get "dead" civs quite often with low civilization counts with maximum savagery and beasts. Usually they get wiped out a decade or 2 into the world, but like others have said due to various weird behaviour they can often be considered "struggling" for several hundred years afterwords even if no sites or dwarves technically exist. This can be further increased by adjusting your number of evil tiles generated, since that will result in more thriving goblins.

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