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.
Editing Design strategies
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 42: | Line 42: | ||
Flying attackers might use skylights to bypass your doors and drawbridges. [[Farming|Farms]], even "aboveground" farms, can be placed underground with exploits, but some of the best [[tree]]s grow aboveground. Use drawbridges on even the walled-in exits to the surface in case of [[giant kea]]s or [[roc]]s. | Flying attackers might use skylights to bypass your doors and drawbridges. [[Farming|Farms]], even "aboveground" farms, can be placed underground with exploits, but some of the best [[tree]]s grow aboveground. Use drawbridges on even the walled-in exits to the surface in case of [[giant kea]]s or [[roc]]s. | ||
− | Swimming beasts might crawl up through your [[well]]. It is best to use water from sources that are completely walled off from the outside world, like a [[reservoir]] fed by an [[aquifer]]. You can also use a [[screw pump]] | + | Swimming beasts might crawl up through your [[well]]. It is best to use water from sources that are completely walled off from the outside world, like a [[reservoir]] fed by an [[aquifer]]. You can also use a [[screw pump]], which never allows for creatures to be transmitted through it, although you will need to use a [[grate]] to prevent a [[building destroyer]] from swimming up and smashing it. (The same goes doubly true for magma cisterns.) |
Creating multiple entrances that can be locked down can force an invasion to stop in its tracks, reverse course, and march all the way around the map to get access to your fort. Repeatedly yanking the drawbridge up, forcing them to go back to a different entrance, and letting that drawbridge back down while pulling up the one the assault was going for then can keep an invasion in limbo for a very long time, giving sleeping or drinking milita dwarves a chance to get their act together, or to let a repeater spike [[trap]] murder everything on the 12th pass. | Creating multiple entrances that can be locked down can force an invasion to stop in its tracks, reverse course, and march all the way around the map to get access to your fort. Repeatedly yanking the drawbridge up, forcing them to go back to a different entrance, and letting that drawbridge back down while pulling up the one the assault was going for then can keep an invasion in limbo for a very long time, giving sleeping or drinking milita dwarves a chance to get their act together, or to let a repeater spike [[trap]] murder everything on the 12th pass. | ||
Line 81: | Line 81: | ||
==Efficiency== | ==Efficiency== | ||
− | Although many actions in the game take time, and skill levels significantly reduce the time the actual crafting of items or resource gathering takes, by and large, the OVERWHELMING majority of wasted productivity comes from dwarves having to march great distances to reach a raw material for their crafting needs. Even worse, if they get thirsty while hunting down that stray boulder at the bottom floor of the mines, they | + | Although many actions in the game take time, and skill levels significantly reduce the time the actual crafting of items or resource gathering takes, by and large, the OVERWHELMING majority of wasted productivity comes from dwarves having to march great distances to reach a raw material for their crafting needs. Even worse, if they get thirsty while hunting down that stray boulder at the bottom floor of the mines, they will go all the way back up for their drink, and have to take the trek back down again, later. As such, efficiency is all about shortening the trips your craftsdwarves must take as much as possible. |
Proper placement of [[stockpile]]s is key. Almost every workshop job needs raw materials. Is your [[still]] near some empty barrels and plants? Does your mason have easy access to stone? A smelter must have quick access to both ore and fuel. | Proper placement of [[stockpile]]s is key. Almost every workshop job needs raw materials. Is your [[still]] near some empty barrels and plants? Does your mason have easy access to stone? A smelter must have quick access to both ore and fuel. | ||
Line 125: | Line 125: | ||
{{Category|Design}} | {{Category|Design}} | ||
{{Category|Guides}} | {{Category|Guides}} | ||
− |