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Editing v0.34:Design strategies
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Have a way to lock down your fortress. In the event of an attack by hostiles you can't handle, you need a way to lock them out. This can buy you some time while your dwarves prepare their defenses. | Have a way to lock down your fortress. In the event of an attack by hostiles you can't handle, you need a way to lock them out. This can buy you some time while your dwarves prepare their defenses. | ||
− | For small forts, this could be as simple as placing [[door]]s at all the entrances to your fort. Doors can be locked instantly in an emergency. Don't rely on doors alone for security, though, as you'll eventually encounter enemies that can | + | For small forts, this could be as simple as placing [[door]]s at all the entrances to your fort. Doors can be locked instantly in an emergency. Don't rely on doors alone for security, though, as you'll eventually encounter enemies that can break down doors and pick locks. |
For more security, place [[Bridge|drawbridges]] at all the entrances. You don't need a moat; the bridge itself is sufficient since it functions as a wall when raised. Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency. Unfortunately, even drawbridges can be rendered inoperable in rare circumstances.... | For more security, place [[Bridge|drawbridges]] at all the entrances. You don't need a moat; the bridge itself is sufficient since it functions as a wall when raised. Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency. Unfortunately, even drawbridges can be rendered inoperable in rare circumstances.... | ||
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* An efficient fortress must make good use of all three dimensions. A dwarf climbs or descends one [[z-level]] in the same time it takes to move one step horizontally. For example, when you need to build more bedrooms it can be a lot more efficient to dig down one level than to place the new rooms 20 tiles farther from the center of your fortress. | * An efficient fortress must make good use of all three dimensions. A dwarf climbs or descends one [[z-level]] in the same time it takes to move one step horizontally. For example, when you need to build more bedrooms it can be a lot more efficient to dig down one level than to place the new rooms 20 tiles farther from the center of your fortress. | ||
* Moving one step diagonally takes about 1.4 times longer than moving one step orthogonally. This matches the real world, where Pythagoras tells us that it should take about √2 (1.414) times longer. You can optimize floor plans for pathfinding by adopting more circular shapes into your design. | * Moving one step diagonally takes about 1.4 times longer than moving one step orthogonally. This matches the real world, where Pythagoras tells us that it should take about √2 (1.414) times longer. You can optimize floor plans for pathfinding by adopting more circular shapes into your design. | ||
− | * With [[burrow]] | + | * With the new [[burrow]] functionality, it is possible to segregate some dwarves to being permanently in their area, so that they never try to take a task half-way across the map, or haul items a long distance through high-volume corridors. For example, your garbagedwarves can be told to use only service halls, defined by burrows that cover all but the main hallways, and they will then use those back halls to take trash to the dump. Make sure you understand burrows before attempting this - if there is no source of food or drink in the burrows a dwarf is restricted to, they will die! |
==Aesthetics== | ==Aesthetics== | ||
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* Symmetry is often the ''easiest'' path to visual appeal, but it may be hard to balance with function. Asymmetry can look great but requires more skill to look graceful. | * Symmetry is often the ''easiest'' path to visual appeal, but it may be hard to balance with function. Asymmetry can look great but requires more skill to look graceful. | ||
* Conform to either mostly organic shapes or mostly inorganic shapes. A mixture ''probably'' won't look very good. | * Conform to either mostly organic shapes or mostly inorganic shapes. A mixture ''probably'' won't look very good. | ||
− | * | + | * Prefer digging in stone rather than [[soil]]. Although digging in stone is slower and messier, stone can eventually be smoothed and engraved. Soil, on the other hand, is ugly and much less dwarfy. |
* Use stockpile settings to consistently build your furniture from a single type of stone. Bedrooms tend to look nicer when the furniture is uniform. | * Use stockpile settings to consistently build your furniture from a single type of stone. Bedrooms tend to look nicer when the furniture is uniform. | ||
− | * | + | * ...unless you like lots of color and variety, in which case use the stockpile and workshop settings to make sure your dwarves use lots of different materials. |
== Further Reading == | == Further Reading == |