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Editing v0.34:Design strategies
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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. 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]] | + | * 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== |