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Editing 40d Talk:Trading

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Crowded maps, especially in the jungle areas, where trees will grow back and there's all sorts of nasty things waiting to eat an untended mason/woodcutter, why not just dig a wide road underground to the edge of the map, put some ramps up to the top level and then clear the caravan arrival space?  An underground road means less chance of wild beasties attacking the caravan, and probably takes less time since, if you're like me, you have more miners than woodcutters.  Plus it seems like miners are more attentive to their work than cutters.
 
Crowded maps, especially in the jungle areas, where trees will grow back and there's all sorts of nasty things waiting to eat an untended mason/woodcutter, why not just dig a wide road underground to the edge of the map, put some ramps up to the top level and then clear the caravan arrival space?  An underground road means less chance of wild beasties attacking the caravan, and probably takes less time since, if you're like me, you have more miners than woodcutters.  Plus it seems like miners are more attentive to their work than cutters.
 
Goblins might make use of it, but it's fairly easy to guard/trap, since it's only, say, five or six tiles across.  It worked for the Dorfs of Dragon Age, so why not for DF dorfs?
 
Goblins might make use of it, but it's fairly easy to guard/trap, since it's only, say, five or six tiles across.  It worked for the Dorfs of Dragon Age, so why not for DF dorfs?
 
:It does work, and is great. On really evil or dangerous maps, I will make an underground tunnel three tiles wide all the way to the edge of the map, and post walls such that the caravan must come down my tunnel. Works great, but not often useful. --[[User:Bombcar|Bombcar]] 06:30, 10 March 2010 (UTC)
 
  
 
== Craft Bins Disappearing ==
 
== Craft Bins Disappearing ==

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