
This might be an extremely tiny benefit as deconstructing farm plots can also cause this strange behavior in a regular fort.Ĭaverns have a reasonable amount of variety, meaning it is a bit difficult to build exactly the same fort every time.Ĭompared to the challenges of doing this:


When underground trees are cut or shrubs are harvested, cavern soil tiles will be converted to biome-appropriate soil tiles. Even if your cavern is mostly flooded, as long as there is some exposed soil you can still usually get this benefit with a minimum of walling off. Underground farming takes less time to set up (no irrigation required). You could even have both entrances share a single drowning chamber or pit (if you are lucky, you could use a naturally occurring pit for the trap!) Your fort is closer to other important underground things (like the 2nd cavern level or the magma sea).īecause you'll likely get a chance to place your entrance to untamed caverns before you build your indoor trade depot, you can plan a single bastion of defense for both above ground and underground use. On the flipside "shallow" tiles will be further away from your fort, making them less common to find early, but more accessible late, because mining out all of the shallow tiles in search of ore restricts your fort less. This may greatly improve trade in the first caravan if you bring along lots of wood, or at least a little coal. They will be "deep" tiles and thus are very unlikely to contain iron, and likely to contain silver/gold (and zinc, which is less than ideal). Lots of metal/gem tiles revealed very early and accessible to your fort. Live combat training in the 1st cavern level greatly speeds up military development and the butchery industry. Your fort is much less dependent on the surface due to the large amount of subterranean soil. Note that while the ability to create a tree farm is guaranteed, early water isn't a guarantee (my 3rd cavern fort had no natural water outside the 3rd cavern level), which can make things dangerous since dwarves wounded by cavern creatures will die without some sort of water source.

Waterless means higher FPS and more embark locations to choose from. Treeless means I can seek out metals in the mountains. It is much easier to embark in a treeless (or few-trees), waterless embark when the caverns are not merely immediately available, but convenient.
#QUERN DWARF FORTRESS FULL#
Partially this just feels like the dwarfy thing to do (I'm not a hill dwarf building a fort near the surface, I'm actually living in the stone).īut there are tangible advantages to doing this (most of these are contingent on having access to a cavern level that is not largely full of water): So I like to place my main fortress staircase in the 1st cavern level and build my fortress around the caverns.
