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Author Topic: Regarding neighbouring Civs  (Read 763 times)

Meiun

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Regarding neighbouring Civs
« on: December 30, 2015, 02:23:05 pm »

Do civilizations not cross high savagery areas the same way they wont cross mountains? it's been really hard to find anywhere that has elves, dwarves, humans AND goblins. Adding a necromancer tower to those criteria has repeatedly made it almost impossible.

Is there a maximum range from site that people will travel? If they are not on the neighbours screen can they still attack or trade?
« Last Edit: December 30, 2015, 02:31:45 pm by Meiun »
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FantasticDorf

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Re: Regarding neighbouring Civs
« Reply #1 on: December 30, 2015, 02:47:16 pm »

You can see all your eligible neighbors on the embark screen TAB functions (as well as choose your dwarf civ, if its of any relevance to you to not be at war with a civ)

They'll be in range, but depending on how far away the settlement is, it may take them a small while to arrive.
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vjmdhzgr

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Re: Regarding neighbouring Civs
« Reply #2 on: December 30, 2015, 02:55:05 pm »

The range a neighboring civ will travel was changed from infinite to 30 in some 0.40 release.
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PatrikLundell

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Re: Regarding neighbouring Civs
« Reply #3 on: December 30, 2015, 05:59:19 pm »

I believe savagery isn't blocking to access.
I've also found it difficult to satisfy the criteria of being in range of all civs plus a tower, but I generate high savagery worlds, which tend to make life hard for humans, dwarves, and elves, so that's largely a result of the worlds generation parameters.

If a civ isn't on the neighbor pre embark screen they can't attack or trade unless they happen to establish a site in range (I think that's possible, although probably unlikely. A reclaim of a ruined site might be more likely, though).
Also note that the post embark civ screen shows the civs you have encountered, not the ones in range, so you won't see the goblins until they attack you (possibly goblin visitors might reveal the civ), nor the others until they send caravans.
Your own civ is always in range, regardless of where they actually are located.
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Raphite1

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Re: Regarding neighbouring Civs
« Reply #4 on: December 31, 2015, 12:06:47 am »

The range a neighboring civ will travel was changed from infinite to 30 in some 0.40 release.

I think it's only 10 spaces for a tower, or at least it used to be. They're always the limiting factor. =(

Insert_Gnome_Here

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Re: Regarding neighbouring Civs
« Reply #5 on: December 31, 2015, 05:47:10 am »

If you're willing to be mildly cheaty, you could add the dorf mode playability token thingy to the raws of the relevant entities and embark then retire sites near to where you want to be.
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Quote from: Max™ on December 06, 2015, 04:09:21 am
Also, if you ever figure out why poets/bards/dancers just randomly start butchering people/getting butchered, please don't fix it, I love never knowing when a dance party will turn into a slaughter.