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DF Gameplay Questions / Re: Design and symmetry
« on: March 10, 2013, 10:41:50 pm »
There's a few things I tend to stick to.
Stockpiles are 10x10, 20x20, 30x30 as needed.
Workshops are planned ahead to be dug out with enough room for them to be placed in, with 1 tile wide entrance. Got a crazy I can't satisfy? Fine, he can rot in there.
Workshops also tend to get grouped into areas. This is all my rock crafting area, this is my food processing zone, the butcher's WAAAAAAY over there, bedrooms look like apartments, etc.
Farms always 10x10, with undug dirt on 3 sides, and a single tile walkway in front of them. Usually have a 9x9 grid of 10x10 farms, with the center 10x10 being the stairs up/down to the kitchen and food stockpiles. Around the stairs are small seed stockpiles, so should always have some handy immediately for replanting. If not, there's a secondary seed pile 20x20 above/below on the way to the kitchens Z level for excess seeds.
I plan big... and it always falls through when I need to divert to make something or add something.
My current map I've got a volcano on it, so I'm being careful to build the side of it, planning my big bullet points: 1) Farming area, 2) Dining area, 3) Rooms, 4) Stockpiles with Trade Depot quick access, and 5) Workshops.
Stockpiles are 10x10, 20x20, 30x30 as needed.
Workshops are planned ahead to be dug out with enough room for them to be placed in, with 1 tile wide entrance. Got a crazy I can't satisfy? Fine, he can rot in there.
Workshops also tend to get grouped into areas. This is all my rock crafting area, this is my food processing zone, the butcher's WAAAAAAY over there, bedrooms look like apartments, etc.
Farms always 10x10, with undug dirt on 3 sides, and a single tile walkway in front of them. Usually have a 9x9 grid of 10x10 farms, with the center 10x10 being the stairs up/down to the kitchen and food stockpiles. Around the stairs are small seed stockpiles, so should always have some handy immediately for replanting. If not, there's a secondary seed pile 20x20 above/below on the way to the kitchens Z level for excess seeds.
I plan big... and it always falls through when I need to divert to make something or add something.
My current map I've got a volcano on it, so I'm being careful to build the side of it, planning my big bullet points: 1) Farming area, 2) Dining area, 3) Rooms, 4) Stockpiles with Trade Depot quick access, and 5) Workshops.