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40d:Room

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Revision as of 02:57, 28 January 2008 by Draco18s (talk | contribs) (→‎The room)
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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 and define a bedroom. The functional room, as the game understands it, is not defined by walls and doors: 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.

Creating rooms

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 room into sub-rooms without blocking the room's radius, you can set it 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.

Types of rooms

Room grades

Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and furnishings. 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 the walls and the floor.

Rooms can also be assigned to specific dwarves (to satisfy a 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.

Influences on room quality

  • Furniture adds to the quality, by exactly the value of the furniture, which itself depends on material value and object quality, plus the value of any decorations. Price adjustments by nobles do not affect this value. Statues and windows are a special case; any wall they block access to does not count towards room value.
  • Floor and wall grids add to value. See table below.
  • 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

Taken from Draxxalon's study. Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)

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

All standard furniture (Beds, Coffers, Weapon Racks, ...) has a basic value of 10. For purposes of room value, doors are just another bit of furniture. This is multiplied by 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.

  • Windows, no matter how valuable, don't add to room cost.
  • 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.

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".

Meager

Rent Price: 1 - 99

A meager tomb is called a Grave.

Modest

Rent Price: 100 - 249

Examples:

  • a 3x2 room with one or two masterpieces in it.
  • a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).

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 gems 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.

Royal

Rent Price: 10000+

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.

A royal tomb is called a Royal Mausoleum, and a royal office is called a Royal Throne Room.

Royal is the highest-quality room grade.