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Editing 40d:Design strategies
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===Diagonal design=== | ===Diagonal design=== | ||
− | In DF, one step [[orthogonal]]ly (East-West or North-South) is the same "distance" as one step diagonally. Diagonal paths thus provide faster access across distances that are not perfectly in line with each other up/down or left/right. 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 | + | In DF, one step [[orthogonal]]ly (East-West or North-South) is the same "distance" as one step diagonally. Diagonal paths thus provide faster access across distances that are not perfectly in line with each other up/down or left/right. 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 labor force in the long run. 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. 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. Diagonal passages that are 1-wide act as barriers to both [[miasma]] and de-pressurize water (in case of [[flood]]s), and can be included periodically throughout a design, especially in 3-wide halls where a single, central pillar will not bottleneck traffic significantly. Adding doors at these points is an additional precaution against intruders and accidents. |
===Bedroom design=== | ===Bedroom design=== | ||
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===Curtain Walls, Orchards and Farmland=== | ===Curtain Walls, Orchards and Farmland=== | ||
− | Just because your fortress is underground doesn't mean it has to start there! If you have the | + | Just because your fortress is underground doesn't mean it has to start there! If you have the labor and the means, a wall outside of your fortress gate, enclosing an area, can be a great way to claim a little land for yourself. You don't even necessarily have to use your front gate either, as you can wall in an area completely, with no entrance, and then open a door through the mountain. Though time-consuming, this will allow you to better weather sieges, by a variety of means. The area can be used to plant above-ground crops, or allow trees to grow as an emergency reserve. Natural ponds can be walled into your fortress's overall design, and clever use of underground rivers to feed them can provide fish and turtles even in a siege. Dwarves can also safely work here to avoid cave adaptation. Furthermore, with a good supply of stone you can just mine straight down and build a curtain wall around the entrance, so if you're challenging yourself on a map without a mountain, this is a good long-term strategy for defense against siege. |
===C-Chute=== | ===C-Chute=== |