This article is about the current version of DF. Note that some content may still need to be updated.
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Difficulty is the level of challenge presented by the game in Fortress Mode, largely customizable by the player. These settings will affect whether your fortress can be attacked by outside forces, how frequent said attacks are, how big invading armies are, noble neediness, etc. You can modify these settings before and at any time after embarking, the tab will only appear in the settings screen when a fortress is loaded. Since they are specific to each save, they are stored as part of the save and are not editable outside the game.
Default settings[edit]
They are divided into two groups: enemies and economy; enemies can be disabled, both groups have normal and hard presets, and all of the individual settings can be adjusted in Custom settings. The values used in each preset can be seen by selecting the preset and then viewing them in Custom settings.
Enemies has 3 options:
- Off will disable ambushes, sieges, uninvited guests, werebeasts, and agitated wildlife attacks, but not intrigue, HFS, or misbehaving dwarves, so it is still recommended to train a military.
- Normal is the standard Dwarf Fortress experience.
- Hard ensures a never-ending stream of Fun, causing invaders to show up earlier, more often, and with more bodies to throw at the gates.
Economy has 2 options:
- Normal is the standard Dwarf Fortress economy.
- Hard requires you to produce more wealth in order to receive higher-ranking nobles, requires temples and guildhalls to be more valuable before satisfying petitions, and causes nobles to make more mandates and demands.
Enemy settings[edit]
If you wish, you can also fine-tune individual settings - maybe you only want megabeasts to assault your fortress, and would prefer the elves to leave well enough alone. The following options are available for enemy settings:
Individual enemy toggles[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Civilizations can attack |
Yes/No |
Controls whether ambushes and sieges can occur. |
No, Yes, Yes
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Megabeasts can attack |
Yes/No |
Controls whether megabeasts and forgotten beasts can attack. |
No, Yes, Yes
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Werebeasts can attack |
Yes/No |
Controls whether werebeasts can attack. |
No, Yes, Yes
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Curious wilderness creatures can come to cause trouble |
Yes/No |
Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. |
No, Yes, Yes
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Enemy civilization triggers[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Enemy population triggers |
1 to 300 |
Likely affects when invasions occur, and how difficult they are. Met when you have this many citizens.[Verify] |
0/0/0/0/0, 20/50/80/110/140, 15/30/40/55/70
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Enemy production triggers |
0 to 100,000,000 |
Likely affects when invasions occur, and how difficult they are. Met when you've created this much wealth.[Verify] |
0/0/0/0/0, 5000/25000/100000/200000/300000, 2500/12500/50000/100000/150000
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Enemy trade triggers |
0 to 100,000,000 |
Likely affects when invasions occur, and how difficult they are. Met when you've exported this much wealth.[Verify] |
0/0/0/0/0, 500/2500/10000/20000/30000, 250/1250/5000/10000/15000
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Megabeasts[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Megabeast attack period (seasons) |
0 to 100 |
How many seasons must pass before a megabeast may attack your fortress.[Verify] |
10, 10, 8
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Forgotten beasts[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Forgotten beast sensitivity |
1 to 100,000 |
Performing nature-disrupting actions within the caverns will agitate forgotten beasts and may cause them to attack. Noise will also increase agitation. A smaller value will require less actions before the maximum attack chance is reached. |
10000, 10000, 10000
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Forgotten beast irritation minimum |
1 to 100,000 |
If the hidden agitation counter is at this value or below, no forgotten beasts will attack. |
5000, 5000, 2000
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Forgotten beast wealth divisor |
1 to 100,000 |
Your current fortress wealth is divided by this number - the result is added to effective irritation to determine forgotten beast attacks. A smaller number will cause forgotten beasts to attack sooner. |
40, 40, 40
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Wilderness irritation[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Wilderness sensitivity |
1 to 100,000 |
Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will require less actions before the maximum attack chance is reached. |
10000, 10000, 10000
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Wilderness irritation minimum |
1 to 100,000 |
If the hidden agitation counter is at this value or below, no agitated wildlife will spawn. |
2000, 2000, 0
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Wilderness irritation decay |
0 to 100,000 |
Causes wildlife to be less irritated after every year. A higher value will make them less irritated faster. Normal default values are 500 on Normal and 100 on Hard. |
2000, 2000, 0
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Werebeasts[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Werebeast attack period (seasons) |
0 to 100 |
How many seasons must pass before a werebeast may attack your fortress.[Verify] |
10, 10, 8
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Vampires[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Vampire migrant fraction |
1 to 1,000 |
Affects what percentage of new migrants will be vampires. A value of 0 will disable vampiric migrants. (Only on Off difficulty) |
0, 100, 75
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Invasion caps[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Invasion caps (regulars) |
0 to 500 |
The maximum amount of humanoid enemies that can be thrown at you when a civilization sieges you.[Verify] |
0/0/0, 10/40/120, 20/60/120
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Invasion caps (monsters) |
0 to 500 |
The maximum amount of mounts and other tamed creatures that can be thrown at you when a civilization sieges you.[Verify] |
0/0/0, 0/5/40, 1/10/40
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Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
|
Minimum raids before first siege (per civ) |
0 to 500 |
Affects how many ambushes must be performed before a civilization can try a proper siege for the first time. |
0, 2, 2
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Minimum raids between sieges (per civ) |
0 to 500 |
Affects how many ambushes must be performed before a civilization can try a proper siege from the second time onwards. |
0, 3, 1
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Siege frequency (percentage, otherwise raid) |
0 to 100 |
Percentage chance to receive a siege instead of an ambush. |
0, 25, 50
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Cavern dwellers[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
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Cavern dweller scale (increase per attack) |
0 to 100 |
Every time cavern-dwellers attack your fortress, the maximum number of attackers increases by this number. |
0, 10, 20
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Cavern dweller maximum attackers |
0 to 500 |
The maximum amount of enemies that can be thrown at you when cavern dwellers attack. |
0, 50, 75
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Tree quota[edit]
Setting |
Possible values |
Description |
Default values (Off, Normal, Hard)
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Diplomacy tree-fell count |
1 to 1000 |
Affects the default amount of trees elven diplomats will request you limit your felling to. Your negotiator will still try and increase the tree limit. |
25, 25, 10
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Diplomacy tree-fell count (untamed wilds) |
1 to 1000 |
Affects the default amount of trees elven diplomats will request you limit your felling to if you've settled in a savage area instead. Your negotiator will still try and increase the tree limit. |
5, 5, 1
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Economy settings[edit]
The following options are available for economy settings:
Fortress rank[edit]
Setting |
Possible values |
Description |
Default values (Normal, Hard)
|
Economy population triggers |
1 to 300 |
Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. |
20/50/80/110/140, 20/50/80/110/140
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Economy production triggers |
1 to 100,000,000 |
Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting this trigger to 0 causes it to be met immediately. |
5000/25000/100000/200000/300000, 25000/125000/500000/1000000/1500000
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Economy trade triggers |
1 to 100,000,000 |
Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. Setting a trigger to 0 causes it to be met immediately. |
500/2500/10000/20000/30000, 2500/12500/50000/100000/150000
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Land holder[edit]
Setting |
Possible values |
Description |
Default values (Normal, Hard)
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Land holder population triggers |
1 to 300 |
Affects how barons and upwards are achieved. See noble triggers. Values 4 through 10 are not used in the base game. |
20/20/20, 20/20/20
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Land holder production triggers |
1 to 100,000,000 |
Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. |
10000/200000/300000, 500000/1000000/1500000
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Land holder trade triggers |
1 to 100,000,000 |
Affects how barons and upwards are achieved. Values 4 through 10 are not used in the base game. |
10000/20000/30000, 50000/100000/150000
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Temples[edit]
Setting |
Possible values |
Description |
Default values (Normal, Hard)
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Value of temple |
1 to 100,000,000 |
Affects how valuable a designated temple zone must be before it satisfies a petition to create it. |
2000, 6000
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Value of temple complex |
1 to 100,000,000 |
Affects how valuable a designated temple zone must be before it satisfies a petition to upgrade it. |
10000, 30000
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Priesthood unit count |
1 to 300 |
Affects how many members of a religion must be citizens in your fortress before a petition for a temple is made. |
10, 10
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High priesthood unit count |
1 to 300 |
Affects how many members of a religion must be citizens in your fortress before a petition to upgrade an existing temple is made. |
25, 25
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Setting |
Possible values |
Description |
Default values (Normal, Hard)
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Value of guildhall |
1 to 100,000,000 |
Affects how valuable a designated guildhall zone must be before it satisfies a petition to create it. |
2000, 6000
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Value of grand guildhall |
1 to 100,000,000 |
Affects how valuable a designated guildhall zone must be before it satisfies a petition to upgrade it. |
10000, 30000
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Guild unit count |
1 to 300 |
Affects how many members of a profession must be citizens in your fortress before a petition for a guildhall is made. |
10, 10
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Grand guild unit count |
1 to 300 |
Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. |
25, 25
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Mandates and demands[edit]
Setting |
Possible values |
Description |
Default values (Normal, Hard)
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Mandate period (more = fewer) |
1 to 10,000 |
Affects how long nobles must wait before making new mandates. A higher value forces them to wait longer before mandating something. |
1000, 500
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Demand period (more = fewer) |
1 to 10,000 |
Affects how long nobles must wait before making new demands. A higher value forces them to wait longer before making a demand. |
500, 250
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