World
World generation, biomes, caverns, magma, aquifers, weather and climate.
World Generation
World generation decides the history your fortress inherits before the first pick strikes.
Biomes
Biomes decide climate, plants, animals, evil weather and fortress difficulty.
Caverns
Caverns open resources, threats, spores and pathing complications.
Magma Guide
Magma turns fuel problems into engineering problems.
Aquifer Guide
Aquifers are either a nuisance, a water source or a fortress-ending misunderstanding.
Weather and Climate
Weather ranges from scenery to evil rain that rewrites your survival plan.