Dwarf Fortress Bug Tracker - Dwarf Fortress
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0003230Dwarf FortressDwarf Mode -- Embark/Setuppublic2010-09-15 12:182010-12-30 05:47
Toady One 
0003230: Hard to find places to embark due to civ sprawl
I've done a few default medium and small worldgens now and it's been very hard to find a good place to embark. Huge swaths of the world are covered in the civ site tiles, and some are so large that they appear in the world level of the screen.

I'm posting this as a private issue, but I assume you can still see it. I don't want to put this as a bug if it's intended.
civilization, Intentional/Expected?, towns, worldgen
has duplicate 0003286resolved Logical2u Dwarf Villages fill most available space 
Issue History
2010-09-15 12:18oolon1New Issue
2010-09-15 20:31Logical2uView Statusprivate => public
2010-09-15 23:18kuketskiNote Added: 0012694
2010-09-16 03:26KurikIssue Monitored: Kurik
2010-09-16 08:03TomiTapioNote Added: 0012706
2010-09-16 08:04TomiTapioNote Edited: 0012706bug_revision_view_page.php?bugnote_id=0012706#r4933
2010-09-17 18:34HebaruSanIssue Monitored: HebaruSan
2010-09-18 09:53ArtfunkelNote Added: 0012792
2010-09-19 03:54ArtfunkelIssue Monitored: Artfunkel
2010-09-19 03:55ArtfunkelNote Added: 0012809
2010-09-20 06:05kuketskiNote Edited: 0012694bug_revision_view_page.php?bugnote_id=0012694#r4990
2010-09-20 06:44Logical2uRelationship addedhas duplicate 0003286
2010-09-20 06:44Logical2uIssue Monitored: Hieronymous Alloy
2010-09-20 07:17NabeshinIssue Monitored: Nabeshin
2010-09-20 15:12KennelTag Attached: civilization
2010-09-20 15:12KennelTag Attached: towns
2010-09-20 15:12KennelTag Attached: worldgen
2010-09-20 15:13KennelTag Attached: Intentional/Expected?
2010-09-20 21:02kynalvarusNote Added: 0012854
2010-09-21 03:06ArtfunkelNote Added: 0012856
2010-09-23 11:15ArtfunkelNote Added: 0012922
2010-09-23 11:25ArtfunkelNote Added: 0012923
2010-09-23 16:39Logical2uNote Added: 0012931
2010-09-23 16:39Logical2uTag Attached: AWAITING UPDATE
2010-09-23 16:39Logical2uTag Attached: Fixed in 0.31.14?
2010-12-07 15:06NabeshinIssue End Monitor: Nabeshin
2010-12-07 19:35FootkerchiefStatusnew => resolved
2010-12-07 19:35FootkerchiefFixed in Version => 0.31.14
2010-12-07 19:35FootkerchiefResolutionopen => fixed
2010-12-07 19:35FootkerchiefAssigned To => Toady One
2010-12-09 11:00DwarfuTag Detached: AWAITING UPDATE
2010-12-10 22:10Hieronymous AlloyIssue End Monitor: Hieronymous Alloy
2010-12-11 08:51DwarfuTag Detached: Fixed in 0.31.14?
2010-12-30 05:47KurikIssue End Monitor: Kurik

2010-09-15 23:18   
(edited on: 2010-09-20 06:05)
I`,ve generated LARGE ISLAND and i`ve spent ~ 10 minutes looking for free area to embark - too many locations on too few land make it very HARD...

2010-09-16 08:03   
(edited on: 2010-09-16 08:04)
I think using year 150 instead of year 1050 is a workaround. Also cuts down on memory usage!

2010-09-18 09:53   
I also have huge tracts of land covered by many individual forts. The top end of one continent is almost completely paved over!
2010-09-19 03:55   
For reference and posterity:

http://img255.imageshack.us/img255/5058/worldmapregion210501008.png [^]

Check out the bottom-left corner in particular. ;)

Generating world using parameter set MEDIUM ISLAND
 Seed: 21483631
 History Seed: 1086607205
 Name Seed: 3318958994
 Creature Seed: 1000859612
2010-09-20 21:02   
I found the same thing. Almost all forests were solid with elven villages, almost all mountain edges were wall-to-wall dwarves, and so on. The only empty spaces seemed to be in deserts and near glaciers. Also note that the Age of Myth never ended, and the average number of civilizations surviving 1050 years was about double what I'd seen in earlier releases. Goblin settlements were very scarce. Perhaps we just need more worldgen wars, calamities, and myth-age megabeast rampages? Make the elves, dwarves, and humans more prone to pointless wars with each other, or have some intra-race and/or civil wars? Increased aggressiveness would also likely cause the Ages to progress sooner, by killing the demons and megabeasts, no?
2010-09-21 03:06   
Simulation of population vs. food availability would help too.
2010-09-23 11:15   
This is supposedly fixed in 31.14, though there are large regions covered in grey fortresses...*but* when I visited one in adventure mode it's just a small village surrounded by fields. It would seem that the "forts" we're seeing on the embark screen are just the game's way of telling us that another settlement is already present.

Nevertheless, whole mountain ranges and forests remain carpeted with dwarven settlements after just a few decades. Even if it does make a bit more sense now, that's still some extreme growth!
2010-09-23 11:25   
(I've also found some settelements that are either very well hidden or nonexistent on the ground.)
2010-09-23 16:39   
Right, in 31.14 there are new options for controlling civilization sprawl. With default options is this still a problem (IE: Should the default options be tweaked) or is it, as a whole, somewhat better?