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:Room"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(74 intermediate revisions by 30 users not shown)
Line 1: Line 1:
{{old|0.23.130.23a|, the 2D version}}
+
{{av}}{{Quality|Masterwork}}
 
== What is a room? ==
 
== What is a room? ==
  
The answer is not as obvious as it seems. A chamber with a bed in it is not yet a bedroom: you have to select the [[bed]] <!--how-to is in the following paragraph--> and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's value and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty.
+
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]; you have to select the [[bed]] and ''define'' a bedroom from it. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s; it is a [[zone]] extending out from a piece of [[furniture]] (in our example, the bed) that defines the room, created when the room is ''defined from'' that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.
 +
 
 +
Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.
  
 
== Creating rooms ==
 
== Creating rooms ==
  
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.
+
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.  
 +
 
 +
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.
 +
 
 +
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.
 +
 
 +
Rooms can not span z-levels; when you define a room it can only be on a single level.
  
In general, you only need to define a room from ''one'' object in the room. For instance, a communal dining room is defined from one table -- just give the room a large enough radius to cover the whole space.
+
{{Buildings FAQ}}
  
 
== Types of rooms ==
 
== Types of rooms ==
 +
=== Public rooms ===
 +
* Archery Range, defined from an [[archery target]]. Used by the military.
 +
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]. ''Used by the [[military]] or by dwarves with no assigned [[bedroom]].''
 +
* [[Jail]], defined from a [[restraint]] or metal [[cage]]. Used for dwarven [[justice]].
 +
* [[Meeting hall]], defined from a [[well]] or [[table]].
 +
* [[Sculpture garden]], defined from a [[statue]]. ''(Acts as a meeting hall)''
 +
* [[Zoo]], defined from a [[cage]] or [[restraint]]. ''(Acts as a meeting hall)''
  
* Archery Range, defined from an [[archery target]]
+
=== Private rooms ===
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]
+
* [[Bedroom]], defined from a [[bed]].
* [[Bedroom]], defined from a [[bed]]
+
* [[Dining room]], defined from a [[table]].
* [[Dining room]], defined from a [[table]]
+
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]
* [[Jail]], defined from a [[cage]] or [[restraint]]
+
:''(These are actually the same thing, even though the game refers to them with different names).''
* [[Meeting hall]], defined from a [[well]] or [[table]]
+
* [[Tomb]], defined from a [[coffin]].
* [[Sculpture garden]], defined from a [[statue]]
 
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]<br />(These are actually the same thing, even though the game refers to them with different names)
 
* [[Tomb]], defined from a [[coffin]]
 
* [[Zoo]], defined from a [[cage]] or [[aquarium]]
 
  
== Room grades ==
+
== Room quality ==
  
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and furnishings. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a dwarf favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].
+
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, [[furniture|furnishings]] and other factors. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].
  
Rooms can also be assigned to specific dwarves (to satisfy a [[noble|noble's]] requirements, for instance). Bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.
+
Rooms can be viewed in the [[building list]] by hitting the {{k|r}} key.
  
 
=== Influences on room quality ===
 
=== Influences on room quality ===
  
* [[Furniture]] adds to the quality, by exactly the value of the furniture, which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.
+
* [[Furniture]] adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any [[decoration]]s. Price adjustments by nobles do not affect this value. Note that [[statue]]s and [[window]]s affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it.
 +
* Doors add to room value only if they are set to internal '''and''' the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond.
 +
* Floor and wall grids add to value. This is also affected by material and smoothing.
 +
* Rooms enclosed in walls have more value than rooms of the same size in open space.
 +
* Overlapping of rooms' space ''may'' negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
 +
* Any material, stone type or furniture that an assigned dwarf has a [[preference]] for will increase the perceived value of a room for that dwarf - other dwarves will perceive the standard value.
  
* Floor and wall grids add to value. See table below.
+
=== Factors ===
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is divided by four for those rooms. Rooms can share walls and external doors just fine at no penalty.
 
** Alternately, make ''one'' large room, and install every noble there. The quality reduction for overlapping rooms is insignificant compared to the savings over constructing and furnishing a large number of rooms. As a bonus, a single [[chest]], [[cabinet]], armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.) The drawback to this method is that most nobles are happy with "decent" quality rooms or less, and if the [[king]] shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal.
 
 
 
=== Values ===
 
  
 
==== The room ====
 
==== The room ====
 +
The method by which room value is determined is currently not known.
  
Taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=000691 Draxxalon's study.] Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)
+
As an alternative to engraving, floors can be [[construction|constructed]] out of valuable materials (such as [[gold]], [[steel]], [[platinum]], [[aluminum]], or megabeast [[soap]]) in order to increase room value significantly. Constructing a floor on top of an engraving will [[Engraving#Art defacement|destroy]] the engraving, making its creator unhappy.
 
 
{|{|cellpadding="2"
 
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall
 
|-
 
| [[Gray rock]] || 1 || 4 || 1 || 5
 
|-
 
| [[Light/dark rock]] || 2 || 14 || 2 || 18
 
|-
 
| [[Obsidian]] || 3 || 21 || 3 || 27
 
|}
 
 
 
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version.
 
 
 
* Example: a 3x3 Room
 
XXXXX
 
X...X
 
X...X
 
X....
 
XXXXX
 
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.
 
  
 
==== Furniture ====
 
==== Furniture ====
 +
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.
  
All standard furniture (Beds, [[Coffer]]s, Weapon Racks, ...) has a basic value of 10. For purposes of room value, doors are just another bit of furniture. This is multiplied by [[Item value|Material Values]] and item [[quality]]. A *Marble Door* , for example, is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality* ) = 80 points. It's easy to see that adding just some quality furniture will increase a room's value quite a bit. The floor space that the furniture is standing on still counts.
+
* The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.
 
+
* Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.
* Windows, no matter how valuable, don't add to room cost.
+
* Statues (basic value 25) block the tile they're built on.  They also cause any wall they're blocking to no longer contribute to room value.
  
* Statues (basic value 25) do not block the tile they're standing on, but the wall they're standing in front of is rendered inaccessible and hence no longer contributes to room value.
+
==== Artifacts ====
 +
If you are the lucky owner of [[artifact]] furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''grand'''.  In practice artifacts frequently exceed 10,000☼ and can turn a single tile of dirt into a '''royal''' room.
  
 
=== Specific room quality grades ===
 
=== Specific room quality grades ===
  
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. Unless noted otherwise, the title listed will be used for all room types: for instance, a Meager office is just that: a Meager Office. Bedrooms are referred to in-game as "quarters": a Fine bedroom will be called "Fine Quarters".
+
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs.  
 
+
{| class="wikitable" cellspacing="1" border="1" cellpadding="10"
==== Meager ====
+
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent
 
+
|-
Rent Price: 1 - 99
+
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99
 
+
|-
A meager tomb is called a ''Grave''.
+
| Modest Quarters || Modest Dining Room || Modest Office || Servant's Burial Chamber || 100 - 249
 
+
|-
==== Modest ====
+
| Quarters || Dining Room || Office || Burial Chamber || 250 - 499
 
+
|-
Rent Price: 100 - 249
+
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999
 +
|-
 +
| Fine Quarters* || Fine Dining Room* || Splendid Office* || Fine Tomb* || 1,000 - 1,499
 +
|-
 +
| Great Bedroom || Great Dining Room || Throne Room || Mausoleum || 1,500 - 2,499
 +
|-
 +
| Grand Bedroom || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2,500 - 9,999
 +
|-
 +
| Royal Bedroom || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10,000+
 +
|}
 +
:''(* enough to give "legendary" thoughts to to any non-noble dwarf)''
  
 
Examples:
 
Examples:
 +
* Modest Quarters:
 +
** A 3x2 room with one or two ☼masterpieces☼ in it.
 +
** A 3x2 room, smoothed wall and floors, +finely-crafted+ or *superior* quality furniture.
 +
* Quarters:
 +
** A 3x2, smooth walls, two or more excellent pieces of furniture.
 +
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an ≡exceptional≡ door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).
 +
* Decent Quarters:
 +
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
 +
** A 5x5 room, double detailed floor, good quality furniture.
 +
* Grand Bedroom:
 +
** A 6x6 room with smoothed walls, engraved floors and three ≡exceptional≡ pieces of furniture.
 +
** A 3x13 room with smoothed walls, engraved floors, six ≡exceptional≡ pieces of furniture and one ☼masterpiece☼.
  
* a 3x2 room with one or two masterpieces in it.
+
=== Saving on nobles' rooms ===
* a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).
+
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the [[king]] shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.  
 
 
A modest tomb is called a ''Servant's Burial Chamber''.
 
 
 
==== No adjective (plain room) ====
 
 
 
Rent Value: 250 - 499
 
 
 
A plain room can still be small:
 
 
 
* 3x2, smooth walls, two or more excellent pieces of furniture.
 
* A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand. (rent 395)
 
 
 
A plain tomb is called a ''Burial Chamber''.
 
 
 
==== Decent ====
 
 
 
Rent Value: 500-999
 
 
 
A decent tomb is called a ''Tomb''.
 
 
 
Example:
 
* A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand. (rent 815)
 
* A 5x5 room, double detailed floor, good quality furniture.
 
 
 
==== Fine ====
 
 
 
Rent Value: 1000-1499
 
 
 
A fine tomb is, surprisingly enough, called a ''Fine Tomb'', and a fine office is called a ''Splendid Office''.
 
 
 
==== Great ====
 
 
 
Rent Price: 1500 - 2499
 
 
 
A great tomb is called a ''Mausoleum'', and a great office is called a ''Throne Room''.
 
 
 
==== Grand ====
 
 
 
Rent Price: 2500 - 9999
 
 
 
A grand tomb is called a ''Grand Mausoleum'', and a grand office is called an ''Opulent Throne Room''.
 
 
 
* A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.
 
  
* A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.
+
This is a risky strategy as nobles get upset that their rooms are not '''better''' than those of lesser nobles. One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, mechanisms, or other objects within that area, not covered by the other nobles' "rooms" (as designated).
  
==== Royal ====
+
== Non-designated rooms ==
 +
It can be useful to allocate space for certain purposes without using an explicit {{k|r}}oom designation from a piece of furniture.
  
Rent Price: 10000+
+
=== Storage rooms ===
 +
A '''storage room''' is a space set aside solely to hold items that are not being used (usually with a [[stockpile]]). Often this means [[trade good]]s waiting to be sold to a caravan, unused furniture, or obscure materials saved for [[strange mood]]s. Careful and timely placement of storage rooms can help to minimize [[clutter]] in your workshops, since newly made items will be stored instead of accumulating where they were created.
  
A doubly-detailed, heavily furnished 20x20 Dining Room topped out as Royal. You can get a lesser room there with the invaluable aid of masterpiece furniture or engravings. Note that the fastest way to get a Royal room is to stuff it full of platinum statues; 10 basic-quality platinum statues makes a Royal room.
+
=== Vaults ===
 +
A '''vault''' is a more secure version of a storage room (possibly using a [[stockpile]] of [[gem]]s and [[artifact]]s). To keep thieves out, the [[door]] or [[bridge]] at a vault entrance may be linked to a [[lever]]. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal [[Restrain#Restraints|restrain]]ed in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but [[thieves]] do not trigger mechanics' [[trap]]s or [[pressure plate]]s, so this is purely for aesthetic purposes.
  
A royal tomb is called a ''Royal Mausoleum'', and a royal office is called a ''Royal Throne Room''.
+
=== Hospitals ===
 +
A '''hospital''' contains constructed, unassigned [[bed]]s and has convenient access to sources of [[food]] and [[water]]. When a dwarf is injured, the hospital provides a place in which to [[heal]] (but note that an injured dwarf may claim any unassigned bed, not just one in a hospital). A dwarf resting for a long time in an underground hospital may develop [[cave adaptation]].
  
Royal is the highest-quality room grade.
+
=== Courtyards ===
 +
A '''courtyard''' is a secure above-ground area, where your dwarves are safe from [[invader]]s and most [[creature]]s. Can incorporate [[stockpile]]s, a [[trade depot]], a [[statue garden]], or more.
  
[[Category:Rooms]]
+
{{Category|Rooms}}

Latest revision as of 13:02, 12 April 2024

This article is about an older version of DF.

What is a room?[edit]

The answer is not as obvious as it seems. A chamber with a bed in it is not yet a bedroom; you have to select the bed and define a bedroom from it. The functional room, as the game understands it, is not defined by walls and doors; it is a zone extending out from a piece of furniture (in our example, the bed) that defines the room, created when the room is defined from that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's value and its effectiveness. This zone does not need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.

Rooms can also be assigned to specific dwarves (to satisfy a noble's requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the economy starts, dwarves will have to pay rent for their bedrooms.

Creating rooms[edit]

To create a room, you must first have built something capable of supporting a room from the build menu, such as a table or bed. Then you must select the completed item in question with the q command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external doors. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big.

If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's q menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.

In general, you only need to define a room from one object in the room. For instance, a communal dining room is defined from one table -- just give the room a large enough radius to cover the whole space.

Rooms can not span z-levels; when you define a room it can only be on a single level.



Types of rooms[edit]

Public rooms[edit]

Private rooms[edit]

(These are actually the same thing, even though the game refers to them with different names).

Room quality[edit]

Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, furnishings and other factors. Higher-quality room grades will produce happy thoughts in dwarves utilizing these rooms. If a room contains items made from materials a dwarf favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by smoothing and engraving the walls and the floor.

Rooms can be viewed in the building list by hitting the r key.

Influences on room quality[edit]

  • Furniture adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material value and object quality, plus the value of any decorations. Price adjustments by nobles do not affect this value. Note that statues and windows affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it.
  • Doors add to room value only if they are set to internal and the room is (re-)sized afterwards, though the room still has to extend only as far as to the door, not beyond.
  • Floor and wall grids add to value. This is also affected by material and smoothing.
  • Rooms enclosed in walls have more value than rooms of the same size in open space.
  • Overlapping of rooms' space may negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
  • Any material, stone type or furniture that an assigned dwarf has a preference for will increase the perceived value of a room for that dwarf - other dwarves will perceive the standard value.

Factors[edit]

The room[edit]

The method by which room value is determined is currently not known.

As an alternative to engraving, floors can be constructed out of valuable materials (such as gold, steel, platinum, aluminum, or megabeast soap) in order to increase room value significantly. Constructing a floor on top of an engraving will destroy the engraving, making its creator unhappy.

Furniture[edit]

All standard furniture (beds, coffers, weapon racks, etc.) has a base value of 10. The base value is multiplied by the material value and the item's quality. For example, a *Marble Door* is worth 10 (door) * 2 (marble) * 4 (*superior quality*) = 80☼. A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.

  • The floor space that the furniture is standing on still counts. Therefore, really valuable soap floors might be a good idea.
  • Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.
  • Statues (basic value 25) block the tile they're built on. They also cause any wall they're blocking to no longer contribute to room value.

Artifacts[edit]

If you are the lucky owner of artifact furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to grand. In practice artifacts frequently exceed 10,000☼ and can turn a single tile of dirt into a royal room.

Specific room quality grades[edit]

The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs.

Bedroom Dining room Office Tomb Rent
Meager Quarters Meager Dining Room Meager Office Grave 1 - 99
Modest Quarters Modest Dining Room Modest Office Servant's Burial Chamber 100 - 249
Quarters Dining Room Office Burial Chamber 250 - 499
Decent Quarters Decent Dining Room Decent Office Tomb 500 - 999
Fine Quarters* Fine Dining Room* Splendid Office* Fine Tomb* 1,000 - 1,499
Great Bedroom Great Dining Room Throne Room Mausoleum 1,500 - 2,499
Grand Bedroom Grand Dining Room Opulent Throne Room Grand Mausoleum 2,500 - 9,999
Royal Bedroom Royal Dining Room Royal Throne Room Royal Mausoleum 10,000+
(* enough to give "legendary" thoughts to to any non-noble dwarf)

Examples:

  • Modest Quarters:
    • A 3x2 room with one or two ☼masterpieces☼ in it.
    • A 3x2 room, smoothed wall and floors, +finely-crafted+ or *superior* quality furniture.
  • Quarters:
    • A 3x2, smooth walls, two or more excellent pieces of furniture.
    • A 3x3 room single detailed everywhere (with no ore or gems in the walls) with an ≡exceptional≡ door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).
  • Decent Quarters:
    • A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
    • A 5x5 room, double detailed floor, good quality furniture.
  • Grand Bedroom:
    • A 6x6 room with smoothed walls, engraved floors and three ≡exceptional≡ pieces of furniture.
    • A 3x13 room with smoothed walls, engraved floors, six ≡exceptional≡ pieces of furniture and one ☼masterpiece☼.

Saving on nobles' rooms[edit]

You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the king shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.

This is a risky strategy as nobles get upset that their rooms are not better than those of lesser nobles. One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, mechanisms, or other objects within that area, not covered by the other nobles' "rooms" (as designated).

Non-designated rooms[edit]

It can be useful to allocate space for certain purposes without using an explicit room designation from a piece of furniture.

Storage rooms[edit]

A storage room is a space set aside solely to hold items that are not being used (usually with a stockpile). Often this means trade goods waiting to be sold to a caravan, unused furniture, or obscure materials saved for strange moods. Careful and timely placement of storage rooms can help to minimize clutter in your workshops, since newly made items will be stored instead of accumulating where they were created.

Vaults[edit]

A vault is a more secure version of a storage room (possibly using a stockpile of gems and artifacts). To keep thieves out, the door or bridge at a vault entrance may be linked to a lever. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal restrained in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but thieves do not trigger mechanics' traps or pressure plates, so this is purely for aesthetic purposes.

Hospitals[edit]

A hospital contains constructed, unassigned beds and has convenient access to sources of food and water. When a dwarf is injured, the hospital provides a place in which to heal (but note that an injured dwarf may claim any unassigned bed, not just one in a hospital). A dwarf resting for a long time in an underground hospital may develop cave adaptation.

Courtyards[edit]

A courtyard is a secure above-ground area, where your dwarves are safe from invaders and most creatures. Can incorporate stockpiles, a trade depot, a statue garden, or more.