v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Design strategies"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Typographical Errors?)
(added info on anti-cave adaptation design strategies)
Line 106: Line 106:
  
 
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.
 
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.
 +
 +
===Avoiding Cave Adaptation===
 +
[[Cave adaptation]] is something you will generally want to avoid.  By utilizing a lighted central stair column, it is possible to make it so that dwarves will be constantly exposed to light and thus avoid cave adaptation.  You can light your central column by using a design similar to the one illustrated below:
 +
 +
{{qd|cols=7
 +
|s|u|r|f|a|c|e
 +
|_|_|_|_|_|_|_
 +
|`|`|`|x|`|`|`
 +
|`|`|_|x|_|`|`
 +
|`|`|_|x|_|`|`
 +
|`|`|_|x|_|`|`
 +
|`|`|_|x|_|_|_
 +
|`|`|_|x|_|`|`
 +
|`|`|`|x|`|`|`
 +
}}
 +
 +
Start by digging your stairway column all the way to the surface.  Next, channel out the surface layer and replace it with either a floor or stairway, depending on your design strategy. Channel out the next layer below the newly-constructed layer, and replace it appropriately. Repeat all the way down the column, and you should have lighted stairs all the way up and down through your fortress.
  
 
===Dams===
 
===Dams===
 
See [[dam]].
 
See [[dam]].

Revision as of 23:07, 30 July 2008

Fortress defense

See fortress defense.

3D map format

For more information on how to dig passages and structures in a 3D map, see digging.

Interior design

It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things. Fortress interior design is critical to productivity.

Bedroom design

See bedroom design.

Workshop Logistics

At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.

Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.

One way of doing this is with the stockpiles on the next Z-level like this:

(view from above)

Level 0:

Level -1:


i=input item o=output item W=workshop

Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.

Moody Dwarves

One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult. One such layout that takes this into consideration is as follows:


Key: W: Workshop, X: up/down staircase

Access and stockpiles are placed above and below the room. Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet. This concept can be used for your entire fortress:

Below you can see a piece from around the central staircase, to see how the design should start. Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances. Up to you. Notice the initial diagonal terminates at a workshop, and starts the grid pattern.


Key: W: Workshop, X: up/down staircase

The floors alternate workshop/storage. On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern. For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it. On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts. It works great and is very efficient, though it takes a while to get setup right.

Fluid workshop locations

Alternatively, you can employ a "work site" methodology where workshops are constructed and destroyed as necessary. For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs. This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material. In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location. And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.

Miscellaneous strategies

Use for soil layers

Soil layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.

Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.

Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.

Avoiding Cave Adaptation

Cave adaptation is something you will generally want to avoid. By utilizing a lighted central stair column, it is possible to make it so that dwarves will be constantly exposed to light and thus avoid cave adaptation. You can light your central column by using a design similar to the one illustrated below:


Start by digging your stairway column all the way to the surface. Next, channel out the surface layer and replace it with either a floor or stairway, depending on your design strategy. Channel out the next layer below the newly-constructed layer, and replace it appropriately. Repeat all the way down the column, and you should have lighted stairs all the way up and down through your fortress.

Dams

See dam.