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Author Topic: World progress after the world gen?  (Read 1030 times)

Foggy Dweller

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World progress after the world gen?
« on: June 01, 2014, 09:40:10 am »

Hey guys! I have been playing DF for hell of a time but there is something that I failed to get. As the title says I try to figure out if a world stops in it's progress right after it's been generated. I mean characters stop giving birth to babies, outlaws don't organize camps anymore etc. Is it true or there is any world progress during the actual gameplay? If so, is there any mod or patch making it possible?
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Witty

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Re: World progress after the world gen?
« Reply #1 on: June 01, 2014, 09:50:10 am »

No, the world doesn't really progress during play as of now.

but the very, very long awaited update will make some worldgen stuff continue after the world is set.

That, and some more features of the coming release can be found here

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Knight Otu

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Re: World progress after the world gen?
« Reply #2 on: June 01, 2014, 09:55:00 am »

Right now, the world practically stops dead after world gen (there might be a rare few things that happen - I think refugee groups from your abandoned fortresses might move about, but I'm not sure if that's still happening). The next version of the game, which should happen some time, will however include the basics of a living world - people will then be born, get married, refill vacant positions of power, die, or get conquered. It wouldn't be possible to mod that.
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Cobbler89

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Re: World progress after the world gen?
« Reply #3 on: June 01, 2014, 10:10:27 am »

It's worth noting that in the current version, babies are born and people die of old age *where you're playing* -- so, for instance, babies are born in the fortress you're currently playing, and people who are old enough to die of old age will do so immediately on entering the map of the fortress you're currently playing or, in adventure mode, immediately upon your adventurer entering the map they inhabit.

Of course, that basically means "things are static as long as you stay away from them", and "people die more than they are born". Throw in the fact that only human sites (and uninhabited abandoned player fortresses) exist in adventure mode in the current version and you've got a handful of young dwarves being born as long as the player keeps fortresses running and a lot of humans dying once the player has played long enough that most of the humans are old. It's very weird.

And, of course, positions in civilizations are generally not replaced (except for the caravan members and diplomat who currently are new each year because they're erroneously fired upon leaving the fortress map; but these are currently unimportant except in fortress mode anyway), so the little cycle of life there is doesn't matter much in the long run to the civilizations. Not that the civilizations do anything else in the long run either.

That will be changing in the next release also, with civilizations continuing to grow and wage war at least to some extent and in certain circumstances, historical figures having children outside of where the player is playing, historical figures dying outside of where the player is playing, and new people being appointed to positions so the civilizations can carry on. It's not as complete as it sounds, but what's in there should at least work, enough of the different needed prerequisites are in there for there to be a basic supporting framework for whatever else Toady starts making civilizations do during play that they've done before during worldgen.
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Foggy Dweller

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Re: World progress after the world gen?
« Reply #4 on: June 01, 2014, 10:32:57 am »

Alright. Thank you, guys, for making it clear!
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