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Editing v0.31:Road
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− | + | '''Roads''' are a construction which paves over large sections of flat terrain. They are most commonly used to give {{L|caravan|caravans}} a reliable path to your fortress from the map's edge. A dwarf with the {{l|Architect}} labor must haul materials (if any) to the site and design the structure before it can be finished by any available dwarf. | |
− | '''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing | + | '''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing {{L|shrub}}s and {{L|tree}}s and preventing new ones from growing. However, they wear away over time, and have to be reconstructed periodically. Depending on the size of the road, this can be a hassle. |
− | '''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including | + | '''Paved roads''' ({{k|b}} - {{k|o}}) can be constructed with any building material, including {{l|stone}}, {{l|block}}s, {{l|wood}} and metal {{l|bars}}. These roads are permanent, and use less material than paving the same space with constructed {{l|floor}}s. To avoid the hassle of long-distance hauling, it is advisable to place a {{l|stockpile}} near the desired site for your Architect to get materials from. Broken bolts will not show up on tiles with paved roads; paving your archery ranges can keep them looking neat. |
− | + | == World Gen Roads == | |
+ | [[Image:WorldRoadsDwarf.png|thumb|An underground dwarf road, created during world gen]] | ||
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+ | During [[World Generation]] roads are created connecting [[Human]] sites. Also, sufficiently powerful dwarf and goblin civilizations may create underground roads connecting their sites, which may be discovered in caverns after embark. | ||
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+ | Roads generated during world gen are 7 tiles wide, bridges have walls on their sides and are 5 tiles wide. | ||
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+ | Deconstructing a World Gen Road can be a valuable source of stone blocks in aquifer areas. | ||
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{{buildings}} | {{buildings}} |