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Editing v0.34:Maximizing framerate

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* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.
 
* Larger embark sites dramatically increase the amount of terrain which DF needs to keep track of and path through.
 
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS.  Keep in mind that a 2x2 embark is only 25% of the size of a 4x4.
 
** Reducing the size of your embark site from the default 4x4 squares to 3x3 or even 2x2 will have an enormous impact on FPS.  Keep in mind that a 2x2 embark is only 25% of the size of a 4x4.
** The [http://www.bay12forums.com/smf/index.php?topic=21601.0 Nano Fortress] utility will let you play on a 1x1 title, which will result in exceptionally improved frame rate.
 
 
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.
 
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.
 
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.
 
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.

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