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 "User:Gairabad"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(added depreciation notice)
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
I have spent a lot of time creating and discarding fortress designsHere I will share my hard-earned knowledge.
+
== NOTICE ==
 +
 
 +
A lot of the stuff on this page is fairly obsolete in that I have found more efficient ways of doing things (mostly in the realm of isolated workshops.)  If you leave a request on my talk page, I'll probably tell you the major differences, but it's more fun to play the game for yourself right?  Anyway, it's great to finally be over my Dwarf Fortress addiction :-)
 +
 
 +
Also, if you have a way of putting a fortress together that you believe to be more efficient than mine, I'd be interested in hearing about it.  So far I haven't seen any other players focusing on efficiency(It's not very much fun; I wouldn't recommend it.  Part of the reason I quit: instead of playing the game, my dwarf fortress sessions often consisted of refining a fortress blueprint.  And then when the execution wasn't up to par I'd have to restart.)
 +
 
 +
One last thing: Joyous Wilds are totally underrated.  For your next game, I recommend you generate a custom world and modify the parameters to maximize their occurrence.
  
 
== Workshop Structure ==
 
== Workshop Structure ==
Line 36: Line 42:
 
== Advanced Workshop Structure ==
 
== Advanced Workshop Structure ==
  
A butcher's workshop produces miasma with great frequency.  You should consider walling it off and allowing access through doors only to prevent miasma spread.
+
A butcher's workshop is likely to produce miasma at some point or another.  You should consider walling it off and channeling access through doors to prevent miasma spread.
  
 
There are a bunch more workshops that can benefit from being "lockable".  This will allow you to make sure that a dwarf uses a particular material or decorates a particular item.
 
There are a bunch more workshops that can benefit from being "lockable".  This will allow you to make sure that a dwarf uses a particular material or decorates a particular item.
  
Useful for specifying materials:
+
I don't recommend making every workshop like this lockable.  Just one or two of each type, so you have the flexibility to micromanage as necessary.
 +
 
 +
Useful for specifying materials to use:
  
 
* Mason
 
* Mason
Line 56: Line 64:
 
* Clothier
 
* Clothier
  
The solution to all both of these aberrant workshop classes is the same:
+
Here is how I implement lockable workshops:
  
 
<pre>
 
<pre>
 
>><><><>>
 
>><><><>>
<D*D*D*D<
+
<╫▓╫▓╫▓╫<
>> *>
+
>▓++>++▓>
<D WWW D<
+
<╫+WWW+╫<
<*<WWW<*<
+
<<WWW<<
<D WWW D<
+
<╫+WWW+╫<
>> *>
+
>▓++>++▓>
<D*D*D*D<
+
<╫▓╫▓╫▓╫<
 
>><><><>>
 
>><><><>>
 
</pre>
 
</pre>
Line 72: Line 80:
 
Note that you will have to place hatch covers over the four inner stairways if you want to achieve full isolation.  For the upward stairway, you will have to go to the level above to place the hatch cover.
 
Note that you will have to place hatch covers over the four inner stairways if you want to achieve full isolation.  For the upward stairway, you will have to go to the level above to place the hatch cover.
  
Kennels and siege workshops require a 5x5 area, and thus they cannot fit in the standard 3x3 zone.  The above plan works well for them with very little modification:
+
I implement kennels similarly:
  
 
<pre>
 
<pre>
 
>><><><>>
 
>><><><>>
<D*D*D*D<
+
<+++++++<
>*WWWWW*>
+
>+WWWWW+>
<DWWWWWD<
+
<+WWWWW+<
<*WWWWW*<
+
<+WWKWW+<
<DWWWWWD<
+
<+WWWWW+<
>*WWWWW*>
+
>+WWWWW+>
<D*D*D*D<
+
<+++++++<
 
>><><><>>
 
>><><><>>
 
</pre>
 
</pre>
  
 +
I don't use siege engines (I prefer underground entrances with adjacent marksdwarf bunkers, to make good use of my [[Fortress Guard]].)  But the plan will obviously work for a siege workshop as well.
  
== Efficient Hauling ==
+
== Deepcolumn ==
  
Let's say you are digging far away from your fortress and come across a vein of bituminous coalWhat's the most efficient way of capitalizing on the fuel?
+
NOTE: This plan is somewhat out of date already--I found several ways to modify the upper layers for greater efficiency.  Unfortunately my word processor uses a different tabbing system than this wiki, so I can't copy and paste without having to do a lot of fixing upAt some point I plan to take screenshots or a [http://mkv25.net/dfma/ map archive].
  
The first thing that comes to mind is to haul the coal from the vein directly to the smelter.  With each haul, your dwarves are bringing approximately 3 coke worth of fuel back to the fortress. However, there is a more efficient way:
+
Site Features:
 +
* Flux'd
 +
* On a mountain tile
 +
* Possessing an underground river
 +
* In a savage area
 +
* Magma-free
 +
* 1 layer of Black Sand; the rest are all stone layers.
  
* Build a smelter near the coal vein.
+
Fortress Features:
* Smelt all the coal into coke.
+
* Micromanaged
* Set up a fairly large custom stockpile nearby that accepts coke only.  Make sure you have lots of bins.
+
* Decompartmentalized
* Set up another 1-2 tile custom stockpile near a workshop you need fuel for.  Make it just like the last one, only its only holds bins with at least 10 blocks in them.
+
* No siege engines
* Set up another fairly large custom stockpile near a workshop you need fuel for.  Make it just like the last one, but with no minimum requirement.
+
* Placed such that I can see most of the fortress at once
* Set up the first stockpile to feed into the second stockpile.
+
* Waterfalls powered by dwarven muscle
* Set up the second stockpile to feed into the third stockpile.
 
 
 
If you set things up properly, the setup should function like this:
 
 
 
- Coke accumulates in stockpile #1 until a bin becomes full.
 
- Since the bin is full, a dwarf moves it to stockpile #2.
 
- Since stockpile #2 feeds into stockpile #3, the dwarf who moved the bin to stockpile #2 should move it to stockpile #3 immediately after he reaches stockpile #2.
 
 
 
This gives you an effective hauling capacity of 10 coke per haul, which is more than triple what you would get with the standard method.  The only caveat is that you must have strong item haulers.  If your haulers aren't strong enough, you could consider making the maximum bin capacity be less than ten in stockpile #1, and lower the minimum requirement in stockpile #2 accordingly.
 
 
 
== Deepcolumn ==
 
  
 
<pre>
 
<pre>
Line 169: Line 173:
  
 
Level -7 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -7 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall
+
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 3 Meeting Hall Meeting Hall DINING Meeting Hall Meeting Hall
Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 4 Meeting Hall Meeting Hall ROOM Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall
+
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
  
 
Level -8 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -8 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall
+
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 3 Meeting Hall Meeting Hall ZOO Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall
+
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
  
 
Level -9 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -9 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall
+
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 3 Meeting Hall Meeting Hall SCULPTURE Meeting Hall Meeting Hall
Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall
+
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
  
 
Level -10 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -10 Column 1 Column 2 Column 3 Column 4 Column 5
Row 1 Meeting Hall Meeting Hall Meeting Hall
+
Row 1 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
 
Row 2 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
Row 3 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 3 Meeting Hall Meeting Hall SCULPTURE Meeting Hall Meeting Hall
Row 4 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
+
Row 4 Meeting Hall Meeting Hall GARDENS Meeting Hall Meeting Hall
Row 5 Meeting Hall Meeting Hall Meeting Hall
+
Row 5 Meeting Hall Meeting Hall Meeting Hall Meeting Hall Meeting Hall
  
 
Level -11 Column 1 Column 2 Column 3 Column 4 Column 5
 
Level -11 Column 1 Column 2 Column 3 Column 4 Column 5
Line 243: Line 247:
 
* The areas marked Water Feed may be used in artificial waterfalls that fall through the Meeting Hall levels.
 
* The areas marked Water Feed may be used in artificial waterfalls that fall through the Meeting Hall levels.
 
* The areas marked Meeting Hall will be a mixture of zoos, statue gardens, and dining rooms.  Levers will also be placed on those levels.
 
* The areas marked Meeting Hall will be a mixture of zoos, statue gardens, and dining rooms.  Levers will also be placed on those levels.
* The areas at the corners of levels -5 through -16 are spaces reserved for workshops that produce mining products.  Diagonal movement is just as efficient as cardinal-direction movement in Dwarf Fortress.  Most of the ground tiles in the map will be closest to one of my fortress's corners.
+
* The areas at the corners of levels -5 through -16 are spaces reserved for workshops that produce mining products.  Diagonal movement is just as efficient as cardinal-direction movement in Dwarf Fortress.  Most of the ground tiles in the map will have one of my fortress's corners as a closest point.
 
* Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.
 
* Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.

Latest revision as of 05:20, 26 February 2009

NOTICE[edit]

A lot of the stuff on this page is fairly obsolete in that I have found more efficient ways of doing things (mostly in the realm of isolated workshops.) If you leave a request on my talk page, I'll probably tell you the major differences, but it's more fun to play the game for yourself right? Anyway, it's great to finally be over my Dwarf Fortress addiction :-)

Also, if you have a way of putting a fortress together that you believe to be more efficient than mine, I'd be interested in hearing about it. So far I haven't seen any other players focusing on efficiency. (It's not very much fun; I wouldn't recommend it. Part of the reason I quit: instead of playing the game, my dwarf fortress sessions often consisted of refining a fortress blueprint. And then when the execution wasn't up to par I'd have to restart.)

One last thing: Joyous Wilds are totally underrated. For your next game, I recommend you generate a custom world and modify the parameters to maximize their occurrence.

Workshop Structure[edit]

A standard fortress workshop floor looks like this:

>><><><>>
<WWW<WWW<
>WWW>WWW>
<WWW<WWW<
<><>>><><
<WWW<WWW<
>WWW>WWW>
<WWW<WWW<
>><><><>>

Advantages:

  • Excellent mobility. Workshop users have good access to fourteen adjacent workshops (four on their own floor, and five on each of the floors above and below them.)
  • Excellent stockpile access. Simply designate stockpiles right on top of the stairway tiles.
  • A mixture of up and down stairways prevents deadly ten-story falls.

Things to watch for:

  • Workshops also have moderately good access to twelve more workshops that are diagonally adjacent. Although walking diagonally takes just as long as walking in the four cardinal directions, I try to avoid diagonal relationships (e.g. making a fishery diagonally adjacent to a kitchen) for several reasons:
  • Since diagonal travel is often the most efficient way to cross the fortress, having regular diagonal trips between two workshops puts extra pressure on a traffic area that's already in high demand.
  • There's no convenient stockpile space right between the two workshops.
  • Certain items experience wear when dwarves traffic over them. Thus you might not want to use stairway stockpiles for items you suspect to be in this category.


Advanced Workshop Structure[edit]

A butcher's workshop is likely to produce miasma at some point or another. You should consider walling it off and channeling access through doors to prevent miasma spread.

There are a bunch more workshops that can benefit from being "lockable". This will allow you to make sure that a dwarf uses a particular material or decorates a particular item.

I don't recommend making every workshop like this lockable. Just one or two of each type, so you have the flexibility to micromanage as necessary.

Useful for specifying materials to use:

  • Mason
  • Mechanic
  • Stone Crafter
  • Bone Carver
  • Leather Works
  • Clothier

Useful for specifying items to be decorated:

  • Jeweler
  • Bone Carver
  • Leather Works
  • Clothier

Here is how I implement lockable workshops:

>><><><>>
<╫▓╫▓╫▓╫<
>▓++>++▓>
<╫+WWW+╫<
<▓<WWW<▓<
<╫+WWW+╫<
>▓++>++▓>
<╫▓╫▓╫▓╫<
>><><><>>

Note that you will have to place hatch covers over the four inner stairways if you want to achieve full isolation. For the upward stairway, you will have to go to the level above to place the hatch cover.

I implement kennels similarly:

>><><><>>
<+++++++<
>+WWWWW+>
<+WWWWW+<
<+WWKWW+<
<+WWWWW+<
>+WWWWW+>
<+++++++<
>><><><>>

I don't use siege engines (I prefer underground entrances with adjacent marksdwarf bunkers, to make good use of my Fortress Guard.) But the plan will obviously work for a siege workshop as well.

Deepcolumn[edit]

NOTE: This plan is somewhat out of date already--I found several ways to modify the upper layers for greater efficiency. Unfortunately my word processor uses a different tabbing system than this wiki, so I can't copy and paste without having to do a lot of fixing up. At some point I plan to take screenshots or a map archive.

Site Features:

  • Flux'd
  • On a mountain tile
  • Possessing an underground river
  • In a savage area
  • Magma-free
  • 1 layer of Black Sand; the rest are all stone layers.

Fortress Features:

  • Micromanaged
  • Decompartmentalized
  • No siege engines
  • Placed such that I can see most of the fortress at once
  • Waterfalls powered by dwarven muscle
Overview	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1										Fishing
Row 2		Trade Enter				
Row 3										Wood Sources
Row 4					
Row 5					

Level 0	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		W. Craft	Grass		Sunshine	Rope Reed	Fishery
Row 2		Grass		Windmill	Blade Weed	Rope Reed	Food
Row 3		Sunshine	Grass		Windmill	Rope Reed	Sunshine
Row 4		Brew		Food		Blade Weed	Food		Brew
Row 5		W. Craft	Brew		Food		Brew		W. Craft

Level -1	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		G. Furnace	Cave Wheat	Still		Plump H.	Kitchen
Row 2		Cave Wheat	Mill		Pig Dimple	F. Workshop	Plump H.
Row 3		Still		Sweet Pod	Mill		Pig Dimple	Still
Row 4		Sweet Pod	F. Workshop	Kitchen		F. Workshop	Q. Bush	
Row 5		G. Furnace	Sweet Pod	Still		Q. Bush		G. Furnace	

Level -2	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		G. Furnace	Jeweler		Jeweler		Stone Craft	Ashery
Row 2		Stone Craft	Kitchen		Dyer's Shop	Jeweler		Jeweler
Row 3		Jeweler		Clothier	Loom		G. Furnace	G. Furnace
Row 4		Jeweler		Clothier	Clothier	Kiln		G. Furnace
Row 5		G. Furnace	Clothier	Clothier	G. Furnace	Ashery

Level -3	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		Bone Bolts	Kitchen		Soaper		Ashery		W. Furnace
Row 2		Butcher		Butcher		Crossbow	W. Craft	Carpenter
Row 3		Butcher		Butcher		Bone Bolts	G. Furnace	Carpenter
Row 4		Tanner		Leather		Leather		G. Furnace	Carpenter
Row 5		Leather		Leather		Leather		Ashery		W. Furnace

Level -4	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		Skull Totems				
Row 2		Trade Enter	Trade Depot	Trade Depot	Trade Depot	
Row 3				Trade Depot	Trade Depot	Trade Depot	
Row 4				Trade Depot	Trade Depot	Trade Depot	
Row 5					

Level -5	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Water Feed	Mason		Mason	
Row 2		Bone Carver	Bone Carver	Mason		Mason		Water Feed
Row 3		Bone Carver	Bone Carver	Ditch		Stone Craft	Stone Craft
Row 4		Water Feed	Mason		Mason		Stone Craft	Stone Craft
Row 5				Mason		Mason		Water Feed	

Level -6	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Water Feed	Jeweler		Jeweler	
Row 2		Mechanic	Mechanic	Jeweler		Jeweler		Water Feed
Row 3		Mechanic	Mechanic	Ditch		Kennels		Kennels
Row 4		Water Feed	Jeweler		Jeweler		Kennels		Kennels
Row 5				Jeweler		Jeweler		Water Feed	

Level -7	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 3		Meeting Hall	Meeting Hall	DINING		Meeting Hall	Meeting Hall
Row 4		Meeting Hall	Meeting Hall	ROOM		Meeting Hall	Meeting Hall
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall

Level -8	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 3		Meeting Hall	Meeting Hall	ZOO		Meeting Hall	Meeting Hall
Row 4		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall

Level -9	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 3		Meeting Hall	Meeting Hall	SCULPTURE	Meeting Hall	Meeting Hall
Row 4		Meeting Hall	Meeting Hall	GARDENS		Meeting Hall	Meeting Hall
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall

Level -10	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 2		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall
Row 3		Meeting Hall	Meeting Hall	SCULPTURE	Meeting Hall	Meeting Hall
Row 4		Meeting Hall	Meeting Hall	GARDENS		Meeting Hall	Meeting Hall
Row 5		Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall	Meeting Hall

Level -11	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Bedrooms	Bedrooms	Bedrooms	
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 5				Bedrooms	Bedrooms	Bedrooms	

Level -12	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Bedrooms	Bedrooms	Bedrooms	
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 5				Bedrooms	Bedrooms	Bedrooms	

Level -13	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Bedrooms	Bedrooms	Bedrooms	
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 5				Bedrooms	Bedrooms	Bedrooms	

Level -14	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Bedrooms	Bedrooms	Bedrooms	
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 5				Bedrooms	Bedrooms	Bedrooms	

Level -15	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Bedrooms	Bedrooms	Bedrooms	
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 5				Bedrooms	Bedrooms	Bedrooms	

Level -16	Column 1	Column 2	Column 3	Column 4	Column 5
Row 1				Bedrooms	Bedrooms	Bedrooms	
Row 2		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 3		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 4		Bedrooms	Bedrooms	Bedrooms	Bedrooms	Bedrooms
Row 5				Bedrooms	Bedrooms	Bedrooms	

Notes:

  • The Trade Depot is surrounded by drawbridges.
  • The areas marked Water Feed may be used in artificial waterfalls that fall through the Meeting Hall levels.
  • The areas marked Meeting Hall will be a mixture of zoos, statue gardens, and dining rooms. Levers will also be placed on those levels.
  • The areas at the corners of levels -5 through -16 are spaces reserved for workshops that produce mining products. Diagonal movement is just as efficient as cardinal-direction movement in Dwarf Fortress. Most of the ground tiles in the map will have one of my fortress's corners as a closest point.
  • Areas marked Bedrooms may also contain jails, hospitals, offices, personal dining rooms, and water feeds.