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Difference between revisions of "v0.34:Road"

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A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge. A dwarf with the [[Architect]] labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.
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A '''road''' is a construction that paves over a large section of flat terrain. Roads are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge.  They are not strictly necessary, and wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the [[Architect]] labor must haul any materials 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 mud and other contaminants, and removing [[shrub]]s and [[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.
 
'''Dirt roads''' ({{k|b}} - {{k|O}}) can be constructed for free on any soil, removing mud and other contaminants, and removing [[shrub]]s and [[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.

Revision as of 06:45, 31 March 2013

This article is about an older version of DF.


A road is a construction that paves over a large section of flat terrain. Roads are most commonly used to give caravans a reliable path to your fortress from the map's edge. They are not strictly necessary, and wagon is entirely capable of making its way over dirt or grass provided a 3-wide path exists the entire way; but without a road, you run the risk of trees growing in positions that prevent a wagon from squeezing through. A dwarf with the Architect labor must haul any materials to the site and design the structure before it can be finished by any available dwarf.

Dirt roads (b - O) can be constructed for free on any soil, removing mud and other contaminants, and removing shrubs and trees 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 (b - o) can be constructed with any building material, including stone, blocks, wood and metal bars. These roads are permanent, and use less material than paving the same space with constructed floors. To avoid the hassle of long-distance hauling, it is advisable to place a stockpile near the desired site for your architect to get materials from. Broken bolts do not show up on tiles with paved roads, so paving your archery ranges can keep them looking neat. The number of units of material needed to construct a road is given by one fourth the number of tiles the road would cover plus one ( Tiles/4 + 1 ); this is not reduced by unpavable areas such as walls and statues.

Paved Roads cannot be built over water (except 'Brooks'). They can, however, be built ontop of 'Ice Walls' (i.e. frozen water), but will fully deconstruct themselves if the Ice Walls they're built on thaw out. A simple work-around is to build constructed floors ( b - C - f) ) over the water, which you can (but don't have to) then pave over. A bridge may also work, providing the body of water is no more than 20 squares wide.

Building with stone blocks instead of natural stone results in Smooth paved roads instead of Rough paved roads.

World Gen Roads

During world generation, roads are created connecting Human towns. In the past, sufficiently powerful Dwarven and Goblin civilizations also created underground roads connecting their sites, which could be discovered in caverns after embark.


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