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Editing v0.34:Design strategies

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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.
 
* 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.  They also like to throw parties.  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.  They also like to throw parties.  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.  
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* 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, so, 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 longer than moving one step orthogonally.  This matches the real world, where Pythagoras tells us that it should take about √2 (1.414) times longer.  You can optimize floor plans for pathfinding by adopting more circular shapes into your design.
 
* Moving one step diagonally takes about 1.4 times longer than moving one step orthogonally.  This matches the real world, where Pythagoras tells us that it should take about √2 (1.414) times longer.  You can optimize floor plans for pathfinding by adopting more circular shapes into your design.
 
* 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]].  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]].  Also make sure the dwarves' quarters (or at least a dormitory) are inside the burrow.

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