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40d:Design strategies
Fortress defense
See fortress defense.
3D map format
For more information on how to dig passages and structures in a 3D map, see digging.
Interior design
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things. Fortress interior design is critical to productivity.
Bedroom design
See bedroom design.
Workshop Logistics
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.
One way of doing this is with the stockpiles on the next Z-level like this:
(view from above)
Level 0: Template:Qd Level -1: Template:Qd
i=input item o=output item W=workshop
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.
Moody Dwarves
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult. One such layout that takes this into consideration is as follows: Template:Qd
Key: W: Workshop, X: up/down staircase
Access and stockpiles are placed above and below the room. Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet. This concept can be used for your entire fortress:
Below you can see a piece from around the central staircase, to see how the design should start. Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances. Up to you. Notice the initial diagonal terminates at a workshop, and starts the grid pattern.
Template:Qd Template:Qd Template:Qd
Key: W: Workshop, X: up/down staircase
The floors alternate workshop/storage. On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern. For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it. On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts. It works great and is very efficient, though it takes a while to get setup right.
Fluid workshop locations
Alternatively, you can employ a "work site" methodology where workshops are constructed and destroyed as necessary. For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs. This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material. In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location. And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.
Miscellaneous strategies
Use for soil layers
Soil layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.
Dams
See dam.