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Dwarf fortress fortress design
Dwarf fortress fortress design













Intersections tend to be larger than those of orthogonal passages, but can be designated with stockpiles of booze or other items to make good use of the space. Workshops can be grouped so they are staggered, perhaps 4-6 in a cluster, so that the diagonal halls serve them and still no workshop is isolated. Creating a setup with your main high-traffic areas on diagonals, 2 or 3 wide, is less simple to designate, but saves considerable time and effort for your labour force in the long run. Diagonal paths thus provide faster access across distances that are not perfectly in line with each other up/down or left/right.

dwarf fortress fortress design

In DF, one step orthogonally (East-West or North-South) is the same "distance" as one step diagonally. The paired doors at intersections present an excellent method of containment, as a prevention against flooding and also able to be locked against intruders or to contain misbehaving dwarves. The doors in the hallway lead to large, multifunction rooms. A typical modern, 2-tile-wide hallway may appear as below: Modern style architecture revolves around a no-nonsense approach to space usage, usually with long straight corridors and multi function rooms that contain multiple workshops or other points of interest. One means of fort design is the no-nonsense modern design. Fortress interior design is critical to productivity. It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.

#DWARF FORTRESS FORTRESS DESIGN HOW TO#

This means a dwarf will ignore a stone stockpile three squares from the workstation and travel the long way around to two z-levels down to grab a stone directly underneath them.įor more information on how to dig passages and structures in a 3D map, see digging. It is also worth noting that when deciding where to go to get something (say, a stone for crafting), when traveling up or down, the locations of stairs/ramps are ignored. Optimally, a fortress should be more like a cube, rather than a pancake. And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking and breaks, it adds up fast. While this is example uses tiny distances, the idea is the same for larger ones - 15 tiles on one level is the same "distance" as 14 z-levels up or down. So, rather than moving from a workshop a couple tiles to the door, and then a few tiles down a short hall, and then a couple or more into the side entrance of a "nearby" storeroom (total of maybe 7+), it's closer to put a stair or ramp in that workshop, and for that same dwarf to move over 1, down or up 1, and directly into the what could be the middle of a storeroom on the next level. It's important to remember that 1 z-level up or down is the same distance for dwarf to walk as 1 tile in any horizontal direction.

dwarf fortress fortress design

4.2 Curtain Walls, Orchards and Farmland.













Dwarf fortress fortress design