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{{quality|Exceptional|21:28, 26 April 2011 (UTC)}}{{av}}
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''This guide assumes you've read the main article on '''[[well]]s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''
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''This guide assumes you've read the main article on '''{{L|well}}s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''
  
 
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up is beyond frustrating. This guide will walk you through several different situations, how to build a well by draining a pond, and by using a brook or river.   
 
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up is beyond frustrating. This guide will walk you through several different situations, how to build a well by draining a pond, and by using a brook or river.   
  
 
==Choosing a Location==
 
==Choosing a Location==
You want a well central to your dwarves, so they'll all get good thoughts from seeing it, and near any [[hospital]] beds you have.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's no threat from [[carp]], [[goblin]]s, or [[animal]]s, and it can provide a safe source of drinking water during a [[siege]].   
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You want a well central to your dwarfs, so they'll all get good thoughts from seeing it, and near any {{L|Health_care_(labor)|hospital}} beds you have.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's no threat from {{L|carp}}, {{L|goblins}}, or {{L|animal}}s, and it can provide a safe source of drinking water during a {{L|siege}}.   
  
The important part about the well is to make sure that you don't create a situation where the water will [[flood]] your fortress, due to [[Water_pressure|pressure]] from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarves change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See [[Water pressure|pressure]].)
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The important part about the well is to make sure that you don't create a situation where the water will {{L|flood}} your fortress, due to {{L|Water_pressure|pressure}} from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarfs change things), but if you are introducing a flow, make sure you understand how pressure works and will not fall victim to its surprises. (See {{L|Water_pressure|pressure}}.)
  
 
==Water sources==
 
==Water sources==
  
A well needs a water source of at least 3/7 depth, at least 1 [[z-level]] under it (not between it and the water, but on the next level immediately below the well).  Pre-existing water is safe because it's the most predictable - what you see is what you got, no surprises.  You can instead use dwarven engineering to bring water from a distant source to (beneath) your well, with a safety factor* based on your experience and the complexity of the project. (See [[flood]].)
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A well needs a water source of at least 3/7 depth, at least 1 {{L|z-level}} under it (not between it and the water, but on the next level immediately below the well).  Pre-existing water is safe because it's the most predictable - what you see is what you got, no surprises.  You can instead use dwarven engineering to bring water from a distant source to (beneath) your well, with a safety factor* based on your experience and the complexity of the project. (See {{L|flood}}.)
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:<sup>(* +/- booze x {{L|dwarven physics|the dwarf coefficient}}.)</sup>
  
 
===Pre-existing sources===
 
===Pre-existing sources===
  
A [[brook]], [[river]], or [[murky pool]] can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from [[rain]].  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at [[embark]]) [[evaporate]] away before you ever get a chance to build a well - for this, see [[Well_guide#Beating evaporation|below]].
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A {{L|brook}}, {{L|river}}, or {{L|murky pool}} can provide water under a well.  The surface of a brook tile will have to be channeled out, but it works just fine.  Murky pools can dry up in warm seasons, and the well will be useless until they refill from {{L|rain}}.  On hot maps, this may never happen - it's quite possible to see your murky pools (which are always full at {{L|embark}}) {{L|evaporate}} away before you ever get a chance to build a well - for this, see {{L|Well_guide#Beating evaporation|below}}.
  
 
: Using stagnant water from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, "Has complained about the nasty water lately". To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.
 
: Using stagnant water from murky pools or brooks is not optimal, as it will give dwarves negative thoughts, "Has complained about the nasty water lately". To avoid this, moving water from these places on to floor tiles that are not identified as riverbeds or ponds, and building a well over ''that'' will work just fine, so long as the final depth is 3/7 or greater.
  
 
===Channeling water to your well===
 
===Channeling water to your well===
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a [[chasm]] or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).
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If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an {{L|aqueduct}} to bring it to where you want it.  You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.  Also consider a (secondary) drain, if feasible near a {{L|chasm}} or other large water-dump area.  Bear in mind that the game lag produced by water constantly flowing from source to drainage can be as devastating to game play as any flood (depending on the capabilities of your computer).
  
Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great [[moat]], but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dwarf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dwarf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dwarves to escape if they choose to.  Leaving a stairs or ramp as an "emergency exit" is never a bad idea.
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Channels are very handy for moving water, but be cautious about leaving open water where it isn't necessary.  A dry channel makes a great {{L|moat}}, but a wet channel is a random hazard, and dwarves have a nasty habit of diving into any available water for a variety of reasons. Instead of digging long wet channels, have a dwarf mine out extra one level down, bring him back out e.g. through a door, then channel the last square back up to the water source.  Up+down stairs or a ramp on the level below can substitute for a channel for moving water, but be warned that any effort to "channel" out these to create empty space for a well means that the dwarf goes to the bottom level and gets rid of his means of escape upward.  It is best to carve a ramp or two adjoining any open water without hostile inhabitants, such as muddy lakes, for dwarves to escape if they choose to.  Leaving a stairs or ramp as an "emergency exit" is never a bad idea.
  
 
==== Long aqueducts ====
 
==== Long aqueducts ====
If you need to get water from a brook at the edge of the screen, it's never going to make it down that 1-square wide passage... and more surprisingly, it's not going to make it down a 5-square wide passage either, [[evaporation|evaporating]] long before it arrives at the destination.  The solution is that you need to put the aqueduct ''below'' the level of the river or brook, 1 square wide.  Channel out a connected area of open space underground at the level of the brook bed, separated from the brook by one square of rock.  Make sure you include a [[lever]]-controlled floodgate, get your miners out, and channel the edge of the brook.  The amount of ''open space'' at the level of the brook bed controls how fast the water fills.  Then dig wells down into the aqueduct normally.
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If you need to get water from a brook at the edge of the screen, it's never going to make it down that 1-square wide passage... and more surprisingly, it's not going to make it down a 5-square wide passage either, {{L|evaporation|evaporating}} long before it arrives at the destination.  The solution is that you need to put the aqueduct ''below'' the level of the river or brook, 1 square wide.  Channel out a connected area of open space underground at the level of the brook bed, separated from the brook by one square of rock.  Make sure you include a {{L|lever}}-controlled floodgate, get your miners out, and channel the edge of the brook.  The amount of ''open space'' at the level of the brook bed controls how fast the water fills.  Then dig wells down into the aqueduct normally.
  
 
For exceptionally long distances, you may have to install a floodgate every 100 tiles or so - filling the first section, then letting that spill out to the next, and so on, to avoid water so shallow that it simply cannot support the distance without evaporating at the same rate it is filling.
 
For exceptionally long distances, you may have to install a floodgate every 100 tiles or so - filling the first section, then letting that spill out to the next, and so on, to avoid water so shallow that it simply cannot support the distance without evaporating at the same rate it is filling.
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===Safety===
 
===Safety===
  
Any dwarves fighting (or sparring) near a well may accidentally dodge into it, usually resulting in injury, drowning and swift death. As such, you should keep military infrastructure, especially barracks, away from wells. Building escape stairs from your water source may also be a good idea, as well as teaching your dwarves to [[Swimmer|swim]].
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Your dwarves will happily use any excuse for falling into wells, usually resulting in injury, drowning and swift death. Thus you should construct your well as dead end, surrounded mostly by walls. Military dwarves are reportedly even more interested in well-diving than civilians, so keep military infrastructure, especially barracks, away from wells. This may be caused by sparring dwarves, who tend to ignore danger when dodging. Building escape stairs from your water source may also be a good idea, as well as teaching your dwarves to {{L|Swimmer|swim}}.
  
 
====Style points====
 
====Style points====
  
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy.  Smoothed and especially constructed floors will guard against [[tower-cap]] blockages, if that is a concern.  The well has to be in a stone layer, not soil.
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* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy.  Smoothed and especially constructed floors will guard against {{L|tower-cap}} blockages, if that is a concern.  The well has to be in a stone layer, not soil.
  
 
* Wells can be stacked on top of each other across multiple Z levels and still remain functional. A bucket dropping from a well on Z+2 will pass through a well on Z+1 to successfully reach water at Z+0.
 
* Wells can be stacked on top of each other across multiple Z levels and still remain functional. A bucket dropping from a well on Z+2 will pass through a well on Z+1 to successfully reach water at Z+0.
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=== Using ponds/pools ===
 
=== Using ponds/pools ===
  
The highest priority for well building is if only "muddy pond" is available in a hot climate.  These can dry out within a season or two after starting the game and will ''never'' return.  Carve out a fairly large space to use as a [[reservoir]] and get that water down to an unexposed area.  A reservoir can also be a handy precaution when tapping underground rivers with waterfalls or in other cases where you may not really be sure what the water level is.
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The highest priority for well building is if only "muddy pond" is available in a hot climate.  These can dry out within a season or two after starting the game and will ''never'' return.  Carve out a fairly large space to use as a {{L|reservoir}} and get that water down to an unexposed area.  A reservoir can also be a handy precaution when tapping underground rivers with waterfalls or in other cases where you may not really be sure what the water level is.
  
Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow.  Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full.  This allows them, over the course of a year, to provide more water than they can hold at any one time.  Note that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not.  Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to [[Evaporation|evaporate]] as normal for water.  Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.
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Heavy rain means that it rains more in a year than a pool needs to be full, though pools or other existing water sources found on a map do not overflow.  Being in a region with heavy rain has one big advantage - your pools will have more water than they need to be full.  This allows them, over the course of a year, to provide more water than they can hold at any one time.  Note that only naturally occurring tiles that are "murky pools" will collect rain - an identically size excavation next to a murky pool will not.  Expanding a murky pool will allow the water to expand, but rain will only be "collected" in the original murky pool tiles, and any water that is 1/7 deep in the excavated tiles will tend to {{L|Evaporation|evaporate}} as normal for water.  Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.
  
 
Using the well will take a very small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished.  
 
Using the well will take a very small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished.  
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====Beating evaporation====
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On a hot map, water may evaporate from all murky pools within a few "weeks" of embark, and if there is not enough rainfall, it may never be seen again.  Even if the map only has enough heat in Summer, that may be half the year when the pools are dry.  If you don't have a continuous water source, a brook or river, it's absolutely key to save some water underground before it's all gone, and as much as possible.
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The solution is to create a {{L|reservoir}} asap, perhaps 2 levels below the surface, and then build your well underground over that.
  
 
===Salt water===
 
===Salt water===
  
Salt water is encountered near sea-forts, and reservoirs require that it is [[Pump#Desalinization|purified]] through a pump first, kept separate from any natural, non-constructed surfaces, and then held in a specially dwarf-constructed reservoir. However, a well will allow dwarves to drink from a salt water source without problem (although this may be a bug).
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Salt water is encountered near sea-forts, and reservoirs require that it is {{L|Pump#Desalinization|purified}} through a pump first, kept separate from any natural, non-constructed surfaces, and then held in a specially dwarf-constructed reservoir. However, a well will allow dwarves to drink from a salt water source without problem (although this may be a bug).
  
 
==Step by step==
 
==Step by step==
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{{Water FAQ}}
 
{{Water FAQ}}
{{Category|Guides}}
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[[Category:Guides]]
{{Category|Design}}
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[[Category:Design]]

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