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 "v0.31:Design strategies"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(language fixes)
Line 10: Line 10:
 
In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.
 
In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.
  
Also, there are several [[Blueprint Library|design idioms]] of common usage like [[Pump stack]]
+
Also, there are several [[Blueprint Library|design idioms]] of common usage like [[Pump stack]].
  
 
==Security==
 
==Security==
Everyone will have their own preferences regarding fortress defense and how to deal with hostiles and invaders.  Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks.  A few security tips are given below.
+
Everyone will have their own preferences regarding fortress defense and how to deal with undead wildlife, hostiles and goblin invaders.  Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks.  A few security tips are given below.
  
 
===Lockdown===
 
===Lockdown===
Line 25: Line 25:
  
 
===Scouts===
 
===Scouts===
Ambushes and thieves can sneak up on your fortress.  A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody's looking.  The way to avoid these unfortunate events is to use scouts.
+
Ambushes and thieves can sneak up on your fortress.  A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody is looking.  The way to avoid these unfortunate events is to use scouts / lookouts.
  
 
For small forts, effective scouting could be as simple as {{l|Restraint|tying}} a {{l|Dog|war dog}} (or even a donkey) up near the entrance of your fort.  In the event of an ambush the animal will spot the attackers (shortly before dying).  If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc...
 
For small forts, effective scouting could be as simple as {{l|Restraint|tying}} a {{l|Dog|war dog}} (or even a donkey) up near the entrance of your fort.  In the event of an ambush the animal will spot the attackers (shortly before dying).  If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc...
Line 35: Line 35:
  
 
===Traps===
 
===Traps===
{{l|Traps}} are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Chokepoints at major entrances (including entrances to the {{l|caverns}}) make good trap locations. Also, be warned that some enemies are immune to traps...
+
{{l|Traps}} are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Choke points at major entrances (including entrances to the {{l|caverns}}) make good trap locations. Also, be warned that some enemies are immune to traps...
  
 
===Staging area===
 
===Staging area===
Many players like to design their forts with a militia staging area at the main entrance.  Usually this includes placing {{l|fortification}}s (possibly in towers), ammunition stockpiles, and cover for your melee dwarves to protect them from approaching archers.
+
Many players like to design their forts with a militia staging area at the main entrance.  Usually this includes placing {{l|fortification}}s (possibly in archer towers), ammunition stockpiles, and cover for your melee dwarves to protect them from approaching archers.
  
Some players also like to place {{l|Barracks|training barracks}} near the entrance to the fort so that the militia can quickly respond to attackers.
+
Some players also like to place a {{l|Barracks|training barracks}} near the entrance to the fort so that the militia can quickly respond to attackers.
  
 
==Productivity==
 
==Productivity==
Line 53: Line 53:
 
* To reduce the amount of time that your dwarves spend walking, common areas should be placed near the center of your fort.  Dwarves drink frequently.  They also like to throw parties.  It's a good idea to store your booze in a centralized location, and to designate a {{l|meeting hall}} in a similarly centralized place.
 
* To reduce the amount of time that your dwarves spend walking, common areas should be placed near the center of your fort.  Dwarves drink frequently.  They also like to throw parties.  It's a good idea to store your booze in a centralized location, and to designate a {{l|meeting hall}} in a similarly centralized place.
 
* An efficient fortress must make good use of all three dimensions.  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.  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.
* With the new {{L|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 cooridors.  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!
+
* With the new {{L|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==

Revision as of 03:48, 27 July 2010

This article is about an older version of DF.

There are many factors to consider when designing your fort.

  • Security: Every fort needs some basic security measures. Otherwise you won't survive the first Template:L attack, much less a full-blown Template:L.
  • Productivity: Proper placement of workshops and stockpiles can have a huge effect on productivity.
  • Efficiency: Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking. A good fortress layout can significantly reduce the time your dwarves spend walking.
  • Aesthetics: Hey, everybody wants a fortress that looks good.

In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features. Don't plan too far ahead, as you might need to adapt to unforeseen obstacles.

Also, there are several design idioms of common usage like Pump stack.

Security

Everyone will have their own preferences regarding fortress defense and how to deal with undead wildlife, hostiles and goblin invaders. Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks. A few security tips are given below.

Lockdown

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 Template:Ls 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 Template:L at all the entrances. You don't need a moat, the bridge itself is sufficient since it functions as a wall when closed. Just to be sure to connect it to a Template:L that your dwarves can access quickly and safely in an emergency. Unfortunately, even drawbridges can be rendered inoperable in rare circumstances...

Finally, don't forget about attackers from above and below! Flying attackers might use skylights to bypass your doors and drawbridges.

Scouts

Ambushes and thieves can sneak up on your fortress. A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody is looking. The way to avoid these unfortunate events is to use scouts / lookouts.

For small forts, effective scouting could be as simple as Template:L a Template:L (or even a donkey) up near the entrance of your fort. In the event of an ambush the animal will spot the attackers (shortly before dying). If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc...

When designing your fort, just give some thought to the placement of scouts and be sure to leave room for them.

Caravan security

Is your trade depot going to be inside or outside your main line of defenses? This is another factor to consider when designing your fort. Although you don't have to protect the traders, their Template:Ls might hold your fortress responsible for any casualties.

Traps

Template:L are a great way to protect your fort from small groups of attackers. When designing your fort, think about where you want to place traps. Choke points at major entrances (including entrances to the Template:L) make good trap locations. Also, be warned that some enemies are immune to traps...

Staging area

Many players like to design their forts with a militia staging area at the main entrance. Usually this includes placing Template:Ls (possibly in archer towers), ammunition stockpiles, and cover for your melee dwarves to protect them from approaching archers.

Some players also like to place a Template:L near the entrance to the fort so that the militia can quickly respond to attackers.

Productivity

Proper placement of Template:Ls is the key to productivity. Almost every workshop job needs raw materials. Is your Template:L 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.

As a general rule of thumb, each workshop should have at least a 3x3 stockpile area associated with it. Some workshops will need more if multiple raw ingredients are needed. An efficient arrangement is to place stockpiles directly above or below your workshops and connect them with stairs.

Efficiency

There are a few things to consider for basic fortress efficiency:

  • Major hallways should be at least two tiles wide, maybe even three tiles. Otherwise your dwarves will be constantly running into each other and productivity will be slowed.
  • To reduce the amount of time that your dwarves spend walking, common areas should be placed near the center of your fort. Dwarves drink frequently. They also like to throw parties. It's a good idea to store your booze in a centralized location, and to designate a Template:L in a similarly centralized place.
  • An efficient fortress must make good use of all three dimensions. 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.
  • With the new Template:L 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 are completely subjective, of course, but it's still something you may want to consider when designing your fort.

  • Use symmetry when possible.
  • Prefer digging in stone rather than Template:L. 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.