# Simulation Principles from Dwarf Fortress

*Source* · `src-adams-2015-df-simulation-principles` · status: **n/a**

| field | value |
|---|---|
| kind | Book |
| authors | Tarn Adams |
| venue | Game AI Pro 2, ed. Steve Rabin, CRC Press (chapter 41) |
| date | 2015 |
| url | https://www.taylorfrancis.com/books/9781482254808/chapters/10.1201/b18373-47 |
| doi | 10.1201/b18373-47 |
| accessed | 2026-10-24 |

## Notes

World generation begins with a randomized fractal elevation map, then temperature, rainfall, drainage, vegetation, and salinity layers, then land classification. Principles: do not overplan, break down the system, do not overcomplicate, base models on real-world analogs.

## Backlinks (computed)

**cited by:** [Dwarf Fortress](../game/dwarf-fortress.md), [Procedural terrain](../mechanic/procedural-terrain.md)

## Citation

Tarn Adams (2015). *Simulation Principles from Dwarf Fortress*. Game AI Pro 2, ed. Steve Rabin, CRC Press (chapter 41) https://www.taylorfrancis.com/books/9781482254808/chapters/10.1201/b18373-47

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Provenance: created in run `2026-10-24-taxonomy-m7`.
