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Editing 40d:Design strategies

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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.  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.  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. 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.  Optimally, a fortress should be more like a cube, rather than a pancake.
 
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.  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.  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. 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.  Optimally, a fortress should be more like a cube, rather than a pancake.
  
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.  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.  
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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.  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. This is probably a bug.{{v|0.28.181.40d}}
  
 
For more information on how to dig passages and structures in a 3D map, see [[digging]].
 
For more information on how to dig passages and structures in a 3D map, see [[digging]].

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