> Dungeon Population Guide
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> One of the greatest lessons you will have to learn when designing and maintaining a dungeon is resource management. There are many factors that can make or break your dungeon outside of the Dungeon Divers and adventurers that my pass through. Let's look into a few things that you'll have to keep in mind when developing a dungeon that can kill it without any other influences or help it prosper.
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> Environments
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> When finding creatures to inhabit your dungeon please note that there are different inhabitants for different environments.
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> For instance if you have an aquatic creature that needs to be submerged for most of its life it will not deal well with a merely humid environment. Likewise if you have a creature used to dry environments and high temperatures placing it in a humid, temperate environment may prove detrimental to its health.
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> If you see a particular creature you'd like to spawn or summon to your dungeon please note the environmental and technological requirements. To see this information select the creature you would like to purchase then hit information. This should bring up a screen that shows you the typical environment for the creature, the minimum environmental factors that need to be present, some suggestions for other spawns or summons that will work in synergy with your creature, some warnings of spawns or summons to avoid with this particular creature, and the typical society this creature tends to form.
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> When looking at environmental factors you will be presented with a minimum requirement that needs to be met for your creature to survive. You'll need to find the environmental factors of your dungeon either in your status or your database and compare the information. Please ensure that you're reading the most up to date information about your dungeon and not accessing back logs. Main things to compare are temperature, air composition, terrain type and nutritional resource availability.
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> To avoid incompatible environments or creatures it is generally best to use either a starter kit or to filter and sort creatures based on your current dungeon setup. To do this go to the store, the search filter, and select the information that best matches your current capabilities and dungeon setup.
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> Social Constraints
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> Many creatures available for generation or summoning are social creatures, but not all. Some creatures prefer solitude or others only do well with close family units. When placing these creatures together in groups that are too large you may end up provoking a slaughter or blood feuds. If this is your intention please note that you may have to utilize more resources and credits in order to keep your populations up or prevent one side from overrunning the other completely.
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> Some creatures require larger groups to function properly, different members being more suited to different tasks. There may be hierarchies or societal structures that the creatures rely on to prosper and they may suffer unduly when those structures are not in place. Some creatures will instinctively develope skills to help their group survive but be completely unwilling or unable to sustain themselves.
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> Resource Availability
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> Some creatures will respond better to familiar plants or minerals that may not be found in non-native environments. While there may be substitutes they may be hesitant to use unfamiliar resources for fear of poison or an allergic reaction. When selecting a creature and expanding the information you should have available to you a list of preferred materials ranging from foods, to minerals, to building materials. Some of these items can be purchased or produced directly while others tend to be a mix of different resources.
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> If a creature you summon or generate has a preferred item that you cannot find in the store you may need to expand the information on the creature to find out the composition of the item and then buy the individual materials. When able please note the ratio to which these materials are used. If something is made with two units of sand and one unit of potash it would be very wasteful to reverse those quantities unless your creature has other uses for potash.
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> Air Quality
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> Air quality factors include moisture, gas balance, dust, spores, pollen, and more. Please note that temperature and moisture can affect how plants grow and spread. Some plants produce excessive amounts of pollen that may affect the breathability of the air. Some plants can, and will, take root inside the lungs of your dungeon inhabitants.
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> The amount of pollen produced by a plant and how much it will affect your air quality is listed under the plants flowering status. Aggressively flowering plants produce a lot of pollen. The standard flowering status on plants fall under low, mild or moderate. Any other flowering status is a special status that you should pay close attention to.
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> Some plants consume some gasses and produce others. Make sure that you or your inhabitants aren't changing the air quality in a negative manner by leaning too heavily on producing plants that will negatively impact the environment. If this does happen you can introduce pests or diseases or directly modify the output of the plants. An alternative is to introduce a plant that counters the effects of the harmful plant with positive environmental factors and encourage the production of the various plants in balance.
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> Weather
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> Please remember that, unless you have a completely enclosed self-sustaining dungeon the weather and climate outside your dungeon can affect what happens inside. If you're in a dry area and your dungeon is an oasis, without special precautions you may find that the moisture may be drawn out of your dungeon, the outside seeming to expand inside. There are measures you can take to prevent this, such as portals, magical or otherwise, to help reduce the constant loss.
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> If your dungeon is in an area that floods frequently, please note that unless you block off or have a raised area to counter it, your lower levels may flood. Again, in flooding zones it is best to build up first to counter the water coming in, then build down if you wish to build down with the raised area acting as a bulwark.
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> Also note that changes you make to your dungeon may affect your dungeon's surroundings. Building a lava ravine in an ice or cold biome will affect the area around you, potentially revealing your dungeon or destroying the environment around it. If your dungeon is considered too destructive many people may come specifically to destroy it and/or you.
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> Civilization Tiers
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> Some creatures you summon or generate may operate at a higher or lower level of technology. Please note that not all denizens will be comfortable doing things such as crafting primitive weapons and some creatures may not be able to decipher the markings on advanced technology. When looking at your creatures or summons you will see its preferred or natural technology level along the Society information that also denotes its social structure.
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> Placing a creature in a tier too high or too low may have detrimental affects. Some creatures more familiar with your dungeon's technology level may attempt to dominate or enslave creatures they consider inferior while others may attempt to destroy creatures that are too different.
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> Summary
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> To recap, the greatest lesson you can learn in creating and sustaining a dungeon is resource management. Whether the resources are local, natural, generated or summoned, there are many factors that have to be taken into consideration to ensure that your dungeon, its inhabitants and you prosper and reach your true potential.
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> Fore more information please visit the store and filter for guides.