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: post by DestroyYouAlot at 2007-11-20 11:45:51


Going in, here's what we have:

1) Barracks / archery range. Dwarves without a bedroom will sleep here. Also, dwarves assigned to military squads, when not on duty, will either spar with each other (if assigned to hand weapons or wrestling), or have target practice (if assigned to a crossbow). Notice the stone in the hallway to the north is a nice double line instead of a big ugly square. That's because I had my engravers smooth the stone, there. This serves two purposes: First, it improves the value of the room - dwarves who spend times in improved rooms think happy thoughts, and work harder. Second, once you've smoothed a 1-tile thick wall, you can carve fortifications, which your marksdwarves (or siege engine operators, once you build ballistae) can shoot through.

2) The main lobby, so to speak. All paths lead here. The "omega" sign in the middle is a statue - once you've placed a statue, you can select it and designate the surrounding area a "statue garden"; dwarves will use this as a meeting area, spend their breaks here, and have parties here as well. I've smoothed the stone here, too, as it's another place dwarves will be spending time.

3) Workshops and warehouse. On the right is the warehouse - just a large room with several stockpiles set up; in this case, furniture to the left, finished goods to the right, gems to the north, and refuse to the south. The refuse stockpile is set to only accept bone and shell, which my craftsdwarves can turn into bolts, armor, trade goods, and other things. In the three rooms to the left, we have six workshops (two to a room - totally arbitrary, you can toss them in tiny cells or open spaces, as long as they have a 3x3 tile space). IIRC, we have a mason's workshop (stone furniture), carpenter's workshop (wood furniture), mechanic's workshop ("mechanisms", the base component for any machinery, like traps), jeweler's workshop (cut rough gems, set cut gems), and two craftsdwarf workshops (trade goods - stone, bone, shell and wood - as well as bolts, obsidian swords, and other miscellany). One dwarf at a time, with the correct job enabled, can work each of these shops at any time, which is why I have two craftdwarf shops - I have a bone carver and a woodcrafter, no sense in having one wait for the other to finish. To queue up jobs, you select the workshop, and choose from a list of possible jobs, selecting the materials to be used if necessary.

4) Here we have a noble's quarter. You usually start the game with just one, all-purpose noble, filling all four of the initial jobs (leader, bookkeeper, broker, and organizer, IIRC); new ones will show up once you start getting immigrants. The leader motivates and mollifies your dwarves (with skills like pacify, comedian, etc.) and deals with foreign diplomats, the bookkeeper takes inventory and updates your stock records (otherwise you don't know what you have), the broker deals with caravans, and the organizer hands out the jobs you queue up. The bookkeeper bears noting here, because he's the first noble to start making demands of you - he needs an office (designated from a chair and then assigned to the bookkeeper) to update the records; this is the middle room. This is also the throne room, which is where the leader meets with his subjects, as well as any diplomats that show up; this is designated from the chair as well. For some reason the image cut it off, but there's a bedroom to the right, defined from the bed and then assigned to the dwarf in question. Dwarves get happy thoughts from owning rooms; cranky nobles cause you headaches.

5) Common dwarf quarters. Most workers don't need too much; a bed to sleep in, a door for privacy, and (once you start minting coins and the economy starts) a chest to keep stuff in. In fact, if you make the rooms too nice, regular (non-skilled) workers won't be able to afford the rent once the economy starts, and they'll end up on the floor or in a barracks! Dwarves that marry will share a bed, and any children that come along will as well, until they grow up. You need to designate these as bedrooms from the beds, but don't bother assigning them; dwarves will claim them by themselves.

6) This yellow area is just a designation for future mining; as of yet, it's just solid stone, but eventually a miner will come along and put this hallway through.

7) Dining hall. I made it big, so there's plenty of room to grow. A dining room, again, is designated from a table, but you need to refrain from assigning it to anyone, so it remains a public space. (You only need to designate the room from one table; dwarves will use any table in the room once it's designated as such.) You need one table for each chair; dwarves apparently like to spread out. You can also designate this as a meeting hall, so dwarves will congregate here when they're feeling social.

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