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Proper placement of [[stockpile]]s is key.  Almost every workshop job needs raw materials.  Is your [[still]] 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.
 
Proper placement of [[stockpile]]s is key.  Almost every workshop job needs raw materials.  Is your [[still]] 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. [[Workshop design]] is a science in of itself but one efficient arrangement is to place output stockpiles directly above or below your workshops and connect them with stairs. Another common design is to carve out a 5x5 room and place the 3x3 workshop in the center, leaving 16 surrounding tiles for input storage.
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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 output stockpiles directly above or below your workshops and connect them with stairs. If you can spare the space, you can carve out a 5x5 room and place the 3x3 workshop in the center, leaving 16 surrounding tiles for input storage.
  
When utilizing a large storage stockpile, for food or wood for example, the optimal approach is to place a small stockpile next to the workshop and have the small stockpile [[Stockpile#Take_from_a_stockpile/workshop|take]] from the large stockpile.
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When utilizing a large storage stockpile, for food or wood for example, the optimal approach is to place a small stockpile next to the workshop and have the small stockpile "take" from the large stockpile.
  
 
There are a few other things to consider for basic fortress efficiency:
 
There are a few other things to consider for basic fortress efficiency:
* Major hallways should be at least two tiles wide, preferably three tiles.  Otherwise your dwarves will be constantly running into each other causing productivity and possible [[Maximizing_framerate#Fortress_Design|framerate]] to be slowed.
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* Major hallways should be at least two tiles wide, preferably 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.  It's a good idea to store your booze in a centralized location, and to designate a [[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.  It's a good idea to store your booze in a centralized location, and to designate a [[meeting hall]] in a similarly centralized place.
 
* 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 as long as moving one step orthogonally.  This matches the real world, where Pythagoras tells us that it should take √2 (about 1.414) times as long.  You can optimize floor plans for [[pathfinding]] by adopting more circular shapes into your design.
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* Moving one step diagonally takes about 1.4 times as long as moving one step orthogonally.  This matches the real world, where Pythagoras tells us that it should take √2 (about 1.414) times as long.  You can optimize floor plans for pathfinding by adopting more circular shapes into your design.
 
* Similarly, since vertical Z-movement is cheap, the more spherical your fortress is in shape, the less walking there is, overall.  Placing workshops side-by-side on a single floor means each additional workshop requires a dwarf move at least 3 more tiles (and if there is a wall or space, 4 or 5 tiles) to reach their destination, and they will be frequently running back and forth between stockpile and workshop.  Vertical stacking means a dwarf only moves 1 tile.  
 
* Similarly, since vertical Z-movement is cheap, the more spherical your fortress is in shape, the less walking there is, overall.  Placing workshops side-by-side on a single floor means each additional workshop requires a dwarf move at least 3 more tiles (and if there is a wall or space, 4 or 5 tiles) to reach their destination, and they will be frequently running back and forth between stockpile and workshop.  Vertical stacking means a dwarf only moves 1 tile.  
 
* With [[burrow]]s, it is possible to keep some dwarves working in a specific 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, you might keep your furnace operators and your weaponsmiths hard at work in their smelters and forges by designating a burrow for them.  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, you may run into some [[tantrum|problems]]. (This means possibly making additional dining rooms just for these dwarves.)  Also make sure the dwarves' quarters (or at least a dormitory) are inside the burrow.
 
* With [[burrow]]s, it is possible to keep some dwarves working in a specific 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, you might keep your furnace operators and your weaponsmiths hard at work in their smelters and forges by designating a burrow for them.  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, you may run into some [[tantrum|problems]]. (This means possibly making additional dining rooms just for these dwarves.)  Also make sure the dwarves' quarters (or at least a dormitory) are inside the burrow.

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