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Editing 40d:Design strategies
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==Fortress defense== | ==Fortress defense== | ||
See: | See: | ||
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== 3D map format == | == 3D map format == | ||
It's important to remember that 1 [[z-level]] up or down is the same distance for dwarf to walk as 1 tile in any horizontal direction. So, rather than moving from a workshop a couple tiles to the door, and then a few tiles down a short hall, and then a couple or more into the side entrance of a "nearby" storeroom (total of maybe 7+), it's closer to put a [[stair]] or [[ramp]] in that workshop, and for that same dwarf to move over 1, down or up 1, and directly into the what could be the middle of a storeroom on the next level. While this is example uses tiny distances, the idea is the same for larger ones - 15 tiles on one level is the same "distance" as 14 z-levels up or down. And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking and breaks, it adds up fast. Optimally, a fortress should be more like a cube, rather than a pancake. | It's important to remember that 1 [[z-level]] up or down is the same distance for dwarf to walk as 1 tile in any horizontal direction. So, rather than moving from a workshop a couple tiles to the door, and then a few tiles down a short hall, and then a couple or more into the side entrance of a "nearby" storeroom (total of maybe 7+), it's closer to put a [[stair]] or [[ramp]] in that workshop, and for that same dwarf to move over 1, down or up 1, and directly into the what could be the middle of a storeroom on the next level. While this is example uses tiny distances, the idea is the same for larger ones - 15 tiles on one level is the same "distance" as 14 z-levels up or down. And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking and breaks, it adds up fast. Optimally, a fortress should be more like a cube, rather than a pancake. | ||
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For more information on how to dig passages and structures in a 3D map, see [[digging]]. | For more information on how to dig passages and structures in a 3D map, see [[digging]]. | ||
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− | The [[ | + | The [[doors]] in the hallway lead to large, multifunction rooms. The paired doors at intersections present an excellent method of containment, as a prevention against [[flood]]ing and also able to be locked against intruders or to contain misbehaving dwarves. |
===Diagonal design=== | ===Diagonal design=== | ||
− | In DF, one step [[orthogonal]]ly (East-West or North-South) is the same "distance" as one step diagonally. Diagonal paths thus provide faster access across distances that are not perfectly in line with each other up/down or left/right. Creating a setup with your main high-traffic areas on diagonals, 2 or 3 wide, is less simple to designate, but saves considerable time and effort for your | + | In DF, one step [[orthogonal]]ly (East-West or North-South) is the same "distance" as one step diagonally. Diagonal paths thus provide faster access across distances that are not perfectly in line with each other up/down or left/right. Creating a setup with your main high-traffic areas on diagonals, 2 or 3 wide, is less simple to designate, but saves considerable time and effort for your labour force in the long run. Workshops can be grouped so they are staggered, perhaps 4-6 in a cluster, so that the diagonal halls serve them and still no workshop is isolated. Intersections tend to be larger than those of orthogonal passages, but can be designated with stockpiles of booze or other items to make good use of the space. Diagonal passages that are 1-wide act as barriers to both [[miasma]] and de-pressurize water (in case of [[flood]]s), and can be included periodically throughout a design, especially in 3-wide halls where a single, central pillar will not bottleneck traffic significantly. Adding doors at these points is an additional precaution against intruders and accidents. |
===Bedroom design=== | ===Bedroom design=== | ||
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===Workshop Logistics=== | ===Workshop Logistics=== | ||
− | At a certain point, the most important thing for your fortress is not | + | At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently. |
− | See [[workshop | + | See [[workshop layout]]. |
==Miscellaneous strategies== | ==Miscellaneous strategies== | ||
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===Curtain Walls, Orchards and Farmland=== | ===Curtain Walls, Orchards and Farmland=== | ||
− | Just because your fortress is underground doesn't mean it has to start there! If you have the | + | Just because your fortress is underground doesn't mean it has to start there! If you have the labour and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege. |
===C-Chute=== | ===C-Chute=== | ||
− | The C-Chute, or Casualty Chute, is a special internal construction for fortresses with large underground areas mostly disconnected with the surfaces, especially if a fortresses defenses are primarily internal. Basically, a deep pit within the fortress walls, down which goes any dead goblins, wildlife, kolbolds and so forth. They are allowed to decay, but the miasma is too far from the areas | + | The C-Chute, or Casualty Chute, is a special internal construction for fortresses with large underground areas mostly disconnected with the surfaces, especially if a fortresses defenses are primarily internal. Basically, a deep pit within the fortress walls, down which goes any dead goblins, wildlife, kolbolds and so forth. They are allowed to decay, but the miasma is too far from the areas dwarfs use to affect your fortress. Once they have rotted away completely, you can enter the chute to retrieve their bones, without ever having to go outside! Also useful for fortresses often under siege, where moving bodies outside is not always possible. This is better than using a room to dispose of the bodies, as the dwarfs dumping the bodies will not have to deal with miasma from other corpses in the dump zone. |
=== Grave Importance === | === Grave Importance === | ||
− | Dwarves have a long tradition of honoring their dead and while some forts may be too bitter to spare resources on proper [[Tomb|burial]], others can honor and pay respect to their dead. In this design method, hallways do not always intersect, sometimes leading to dead ends where coffins can be placed as well as statues made in the likeness of the former living. Likewise, workshops can also be placed in the center of a 5x5 grid, with the back and side walls used for [[ | + | Dwarves have a long tradition of honoring their dead and while some forts may be too bitter to spare resources on proper [[Tomb|burial]], others can honor and pay respect to their dead. In this design method, hallways do not always intersect, sometimes leading to dead ends where coffins can be placed as well as statues made in the likeness of the former living. Likewise, workshops can also be placed in the center of a 5x5 grid, with the back and side walls used for [[statues]] in [[coffins]]. Once the current area is exhausted and the past dwarves are satisfied that their work has been completed, the workshop can be disassembled and the dead left to rest in piece. |
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===Dams=== | ===Dams=== | ||
See [[dam]]. | See [[dam]]. | ||
− | + | [[Category:Design]] | |
− | + | [[Category:Guides]] | |
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