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Editing v0.34:Design strategies

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{{quality|Masterwork|21:50, 30 July 2012 (UTC)}}{{av}}
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{{quality|Exceptional|02:53, 3 May 2011 (UTC)}}{{av}}
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There are many factors to consider when designing your fort.
 
There are many factors to consider when designing your fort.
 
* '''Security:''' Every fort needs some basic security measures.  Otherwise you won't survive the first [[elephant]] attack, much less a full-blown [[Siege|goblin siege]].
 
* '''Security:''' Every fort needs some basic security measures.  Otherwise you won't survive the first [[elephant]] attack, much less a full-blown [[Siege|goblin siege]].
* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking.  A good fortress layout -- especially the proper placement of workshops and stockpiles -- can significantly reduce the time your dwarves spend walking.
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* '''Productivity:''' Proper placement of workshops and stockpiles can have a huge effect on productivity.
* '''Aesthetics:''' Hey, everybody wants a fortress that looks good.
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* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking.  A good fortress layout can significantly reduce the time your dwarves spend walking.
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* '''Aesthetics:''' Hey - everybody wants a fortress that looks good.
  
 
In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.
 
In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.
  
Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s.
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Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[Pump stack]].
  
 
==Security==
 
==Security==
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Have a way to lock down your fortress.  In the event of an attack by hostiles you can't handle, you need a way to lock them out.  This can buy you some time while your dwarves prepare their defenses.
 
Have a way to lock down your fortress.  In the event of an attack by hostiles you can't handle, you need a way to lock them out.  This can buy you some time while your dwarves prepare their defenses.
  
For small forts, this could be as simple as placing [[door]]s at all the entrances to your fort.  Doors can be locked instantly in an emergency. Don't rely on doors alone for security, though, as you'll eventually encounter enemies that can [[Building destroyer|break down doors]] and [[Thief|pick locks]].
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For small forts, this could be as simple as placing [[door]]s at all the entrances to your fort.  Doors can be locked instantly in an emergency. Don't rely on doors alone for security, though, as you'll eventually encounter enemies that can break down doors and pick locks.
  
For more security, place [[Bridge|drawbridges]] at all the entrances.  You don't need a moat; the bridge itself is sufficient since it functions as a wall when raised.  Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency.  Unfortunately, even drawbridges can be rendered inoperable in rare circumstances....
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For more security, place [[Bridge|drawbridges]] at all the entrances.  You don't need a moat, the bridge itself is sufficient since it functions as a wall when closed.  Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency.  Unfortunately, even drawbridges can be rendered inoperable in rare circumstances...
  
Finally, don't forget about attackers from above and below!  Flying attackers might use skylights to bypass your doors and drawbridges.  Swimming beasts might crawl up through your well.
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Finally, don't forget about attackers from above and below!  Flying attackers might use skylights to bypass your doors and drawbridges.
  
 
===Scouts===
 
===Scouts===
 
Ambushes and thieves can sneak up on your fortress.  A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody is looking.  The way to avoid these unfortunate events is to use scouts / lookouts.
 
Ambushes and thieves can sneak up on your fortress.  A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody is looking.  The way to avoid these unfortunate events is to use scouts / lookouts.
  
For small forts, effective scouting could be as simple as [[Restraint|tying]] a [[Dog|war dog]] (or even a donkey) up near the entrance of your fort.  In the event of an ambush the animal will spot the attackers (shortly before dying).  If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc.
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For small forts, effective scouting could be as simple as [[Restraint|tying]] a [[Dog|war dog]] (or even a donkey) up near the entrance of your fort.  In the event of an ambush the animal will spot the attackers (shortly before dying).  If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc...
  
 
When designing your fort, just give some thought to the placement of scouts and be sure to leave room for them.
 
When designing your fort, just give some thought to the placement of scouts and be sure to leave room for them.
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===Traps===
 
===Traps===
[[Trap]]s are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Choke points at major entrances (including entrances to the [[caverns]]) make good trap locations. However, be warned that some enemies are immune to traps....
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[[Trap]]s are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Choke points at major entrances (including entrances to the [[caverns]]) make good trap locations. Also, be warned that some enemies are immune to traps...
  
 
===Staging area===
 
===Staging area===
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Some players also like to place a [[Barracks|training barracks]] near the entrance to the fort so that the militia can quickly respond to attackers.
 
Some players also like to place a [[Barracks|training barracks]] near the entrance to the fort so that the militia can quickly respond to attackers.
  
==Efficiency==
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==Productivity==
  
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.
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Proper placement of [[stockpile]]s is the key to productivity.  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.  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.
 
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.
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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.
 
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:
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==Efficiency==
* 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.
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There are a few things to consider for basic fortress efficiency:
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* Major hallways should be at least two tiles wide, maybe even 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.  
 
* 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 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.
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* With the new [[burrow]] functionality, it is possible to segregate some dwarves to being permanently in their 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, your garbagedwarves can be told to use only service halls, defined by burrows that cover all but the main hallways, and they will then use those back halls to take trash to the dump.  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, they will die!
  
 
==Aesthetics==
 
==Aesthetics==
 
Aesthetics are completely subjective, of course, but it's still something you may want to consider when designing your fort.
 
Aesthetics are completely subjective, of course, but it's still something you may want to consider when designing your fort.
* Symmetry is often the ''easiest'' path to visual appeal, but it may be hard to balance with function. Asymmetry can look great but requires more skill to look graceful.
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* Use Asymmetry when possible. Only things that move tend to be symmetrical. In a stationary environment, symmetry means nothing to beauty.
 
* Conform to either mostly organic shapes or mostly inorganic shapes. A mixture ''probably'' won't look very good.
 
* Conform to either mostly organic shapes or mostly inorganic shapes. A mixture ''probably'' won't look very good.
* Try digging passages out of stone rather than [[soil]].  Although digging in stone is slower and messier, stone can eventually be smoothed and engraved, and yields a usable material.  Soil, on the other hand, is ugly and much less dwarfy (although being excessive and paving stone over everything is arguably ''more'' dwarfy).
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* Prefer digging in stone rather than [[soil]].  Although digging in stone is slower and messier, stone can eventually be smoothed and engraved.  Soil, on the other hand, is ugly and much less dwarfy.
 
* Use stockpile settings to consistently build your furniture from a single type of stone.  Bedrooms tend to look nicer when the furniture is uniform.
 
* Use stockpile settings to consistently build your furniture from a single type of stone.  Bedrooms tend to look nicer when the furniture is uniform.
* Alternatively, if you like lots of color and variety, you can use the stockpile and workshop settings to make sure your dwarves use lots of different materials.
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* ...unless you like lots of color and variety, in which case use the stockpile and workshop settings to make sure your dwarves use lots of different materials.
  
 
== Further Reading ==
 
== Further Reading ==
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* [[Stupid dwarf trick]]
 
* [[Stupid dwarf trick]]
  
{{Category|Design}}
 
 
{{Category|Guides}}
 
{{Category|Guides}}

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