Dwarf Fortress Succession Game
Sept 11, 2015 14:52:59 GMT
Post by Breadknife on Sept 11, 2015 14:52:59 GMT
There's not really much solidified, yet. Around the 3x3 staircase (the 'core') you have:
SW: Lever Room
- as mentioned (did I explain which lever did what? ...and wasn't intentionally phallic!)
NW: The Dining Room
- standard 11x11 room defined to be dug, but not yet all dug out (other jobs took priority)
- centre is defined by a table, but no chair yet (apparently) or other table/chair sets around the place
- I also usually put (cooked) food and drink stockpiles in the dining room, to save time, but looks like I didn't do that either
- the walls are (will be, when dug out) 'crenelated' for easy access, doors (check the "T" cursor, they're probably all exactly the same quality level! ...not actually necessary, but satisfies my psyche better)
- all but one of the doorways actually doesn't lead anywhere currently, but when the corridors] are dug out to full width (see below) they would hug the smoothed walls and doorways
NE: "Management Suite"
- initial position and possibly temporary. Although maybe useful to keep here to get meetings with the Diplomats over with quicker, for whichever dwarf likes to have an office for such meetings.
- as mentioned, not dug out yet. Office/Dining Room to south quadrants, personal Bedroom and (as and when required) Tomb to north quadrants, is the plan. Yet-Another-ETA: It'll be easier to give top-notch Noble Suites down in the Economic Stone layer, unless you're into digging out the walls and replacing them and the floor with some desired precious metal. But it usually does Ok for the Mayor of a fortress, this size and shap, I find).
SE: The military training grounds... Rooms of various sizes intended to satisfy various (melee-only1)needs (you could even install a Danger Room, behind sufficient number of doors to keep out pets, wandering children and the idle-unarmour, although I've never really done this myself).
1 - And this is yet-another-Editing-To-Add point..! I don't think I planned out the practice ranges for the archers. But getting them trained up in physical combat tends to be my first priority, and I'd not even done that yet!
Corridors: 5-wide corridors intended (away from the 3x3 main core, at least, others are narrower), with the intention that in the centre of the corridors channelled ramp-downs would create quicker (vertically-diagonal) transits between points on different layers and along corridors, whilst the wall-edges of the corridors would be flat transit across the same layer. But I never got that far, so apologies if you find it tiresome.
(Also, if you ever get around to implementing minecarts... something I don't dabble in myself due to the complication of injury-avoidance measures... the centre of the corridor could be made into track (with/without layer-changes via ramps), of course whatever Restricted Passage feel is necessary to avoid cart/dwarf collisions.)
There are 3-wide corridors that can support two wall-hugging 'flat transits' and a single central up/down ramping scheme...
Possible side view (top line describes what's perpendicular to the corridor, in/out of the page):
That's a design I've used (or started to use, sometimes it's never completed!) elsewhere. This way, the path between one stairwell and another can traverse (close enough to) one Z-level for every two horizontal step taken2, speeding transport (in dwarf-time, that is... on a slow machine the A* pathfinding can sometimes slow the FPS down if you give it too many options.
2 - Hint: Where you have 5-wide corridors, allowing two sets of ramps, 'invert the sawtooth' of one of the ramps and you actually get close to 1:1 X/Y-transit and Z-transit. But the above is sufficient enough for the centre of a 3-wide corridor.
...but you don't have to do this, especially if you don't actually have so many inter-later transits to do. Just FYI, as to my intentions. Apologies that I didn't get as much done towards a visibly working setup as I had actually hoped.
Corridor North of the Hub, to the stairway to the Grazing Fields, basically, around which 11x11 areas are marked (prior to any planned use... but maybe milk/fleece gathering and using, butchery, tanning, leatherworking, a kitchen for fat rendering, perhaps some bone-crafting workshops, etc?) and corridors (5-wide up from the hub, 3-wide perpendicularly across at the point of the stairwell.
Corridor East of the Hub, leads to the Agriculture Fields stairwells (sunken-but-aboveground and belowground) and (if I hadn't already put anything, on the other levels) there's plenty of space for plant processing, brewing, cooking, weaving, clothesmaking, etc, etc, etc, in groups and/or chains of workshops for short-hop hauling and the like.
There's workshops 'above' (higher Z-levels) the hubs, as well as stockpiles, but the workshops were always intended to be temporary (to be moved closer to the products they were servicing, and copied accordingly where different sub-industries needed their own versions of a given workshop) and the top column of floors intended to be devoted to stockpiles only of inward/outward goods (to-trade things, like crafts, common imports such as raw plants) and perhaps also a decent stockpile of ammunition to be picked up if the (as yet uninstantiated) crossbow military needs to flood outwards from the main entrance at any time in the future.
...again, that was my idea. You'll have yours.
SW: Lever Room
- as mentioned (did I explain which lever did what? ...and wasn't intentionally phallic!)
{Spoiler - ETA}
Lever Room entrance - I intended the entryway to not even be a door (single, or one in the middle of each door), but a drawbridge! Hence the ramped-channels in the floor leading up to it.
Lever-controlled (from inside and/or an external-but-sealable location), the drawbridge would be 2x1 over the channels (sunk yet another level down, noting that this would impact upon the equivalent corridor the level below as well), set to raise westwards into a 'wall', allowing a dwarf or two to sit inside the lever room, safely, even if enemies make it into the Hub. Sealed up, it'd be safe from just about everything but flying Building Destroyers, which are already bad enough news.
Yet another element I was hoping to get to work before hand-over, but work went too slowly, so it needs explanation. But put small food and drink stockpiles inside the Lever Room if you do do something similar yourself, whoever might do, unless you also have the separately-defended external lever to let you override the place, without having to dig back in again.
Lever Room entrance - I intended the entryway to not even be a door (single, or one in the middle of each door), but a drawbridge! Hence the ramped-channels in the floor leading up to it.
Lever-controlled (from inside and/or an external-but-sealable location), the drawbridge would be 2x1 over the channels (sunk yet another level down, noting that this would impact upon the equivalent corridor the level below as well), set to raise westwards into a 'wall', allowing a dwarf or two to sit inside the lever room, safely, even if enemies make it into the Hub. Sealed up, it'd be safe from just about everything but flying Building Destroyers, which are already bad enough news.
Yet another element I was hoping to get to work before hand-over, but work went too slowly, so it needs explanation. But put small food and drink stockpiles inside the Lever Room if you do do something similar yourself, whoever might do, unless you also have the separately-defended external lever to let you override the place, without having to dig back in again.
NW: The Dining Room
- standard 11x11 room defined to be dug, but not yet all dug out (other jobs took priority)
- centre is defined by a table, but no chair yet (apparently) or other table/chair sets around the place
- I also usually put (cooked) food and drink stockpiles in the dining room, to save time, but looks like I didn't do that either
- the walls are (will be, when dug out) 'crenelated' for easy access, doors (check the "T" cursor, they're probably all exactly the same quality level! ...not actually necessary, but satisfies my psyche better)
- all but one of the doorways actually doesn't lead anywhere currently, but when the corridors] are dug out to full width (see below) they would hug the smoothed walls and doorways
NE: "Management Suite"
- initial position and possibly temporary. Although maybe useful to keep here to get meetings with the Diplomats over with quicker, for whichever dwarf likes to have an office for such meetings.
- as mentioned, not dug out yet. Office/Dining Room to south quadrants, personal Bedroom and (as and when required) Tomb to north quadrants, is the plan. Yet-Another-ETA: It'll be easier to give top-notch Noble Suites down in the Economic Stone layer, unless you're into digging out the walls and replacing them and the floor with some desired precious metal. But it usually does Ok for the Mayor of a fortress, this size and shap, I find).
SE: The military training grounds... Rooms of various sizes intended to satisfy various (melee-only1)needs (you could even install a Danger Room, behind sufficient number of doors to keep out pets, wandering children and the idle-unarmour, although I've never really done this myself).
1 - And this is yet-another-Editing-To-Add point..! I don't think I planned out the practice ranges for the archers. But getting them trained up in physical combat tends to be my first priority, and I'd not even done that yet!
Corridors: 5-wide corridors intended (away from the 3x3 main core, at least, others are narrower), with the intention that in the centre of the corridors channelled ramp-downs would create quicker (vertically-diagonal) transits between points on different layers and along corridors, whilst the wall-edges of the corridors would be flat transit across the same layer. But I never got that far, so apologies if you find it tiresome.
(Also, if you ever get around to implementing minecarts... something I don't dabble in myself due to the complication of injury-avoidance measures... the centre of the corridor could be made into track (with/without layer-changes via ramps), of course whatever Restricted Passage feel is necessary to avoid cart/dwarf collisions.)
There are 3-wide corridors that can support two wall-hugging 'flat transits' and a single central up/down ramping scheme...
Possible side view (top line describes what's perpendicular to the corridor, in/out of the page):
|5Wide|suite-rooms|.work-shops|3wd|.work-shops|.work-shops|3wd|
##XXX##########################################################...
##XXX##########################################################...
__XXX__ _________ _ _________ __>__ _________ _ _________ __>__...
__XXX_#\ _______ /#\ _______ /#_X_#\ _______ /#\ _______ /#_X__...
__XXX__#\ _____ /#_#\ _____ /#__X__#\ _____ /#_#\ _____ /#__X__...
__XXX___#\ ___ /#___#\ ___ /#___X___#\ ___ /#___#\ ___ /#___X__...
__XXX____#\ _ /#_____#\ _ /#____X____#\ _ /#_____#\ _ /#____X__...
__XXX__ __#\_/#__ _ __#\_/#__ __X__ __#\_/#__ _ __#\_/#__ __X__...
__XXX_#\ _______ /#\ _______ /#_X_#\ _______ /#\ _______ /#_X__...
__XXX__#\ _____ /#_#\ _____ /#__X__#\ _____ /#_#\ _____ /#__X__..
__XXX___#\ ___ /#___#\ ___ /#___X___#\ ___ /#___#\ ___ /#___X__..
__XXX____#\ _ /#_____#\ _ /#____X____#\ _ /#_____#\ _ /#____X__..
__XXX_____#\_/#_______#\_/#_____X_____#\_/#_______#\_/#_____X__...
...etc
...etc
X > stairs
_ floors
\ / ramps (with '_ _' gaps above, obviously, in this vertical plane at least)
# retained/rebuilt pillars (for valid ramp use)
That's a design I've used (or started to use, sometimes it's never completed!) elsewhere. This way, the path between one stairwell and another can traverse (close enough to) one Z-level for every two horizontal step taken2, speeding transport (in dwarf-time, that is... on a slow machine the A* pathfinding can sometimes slow the FPS down if you give it too many options.
2 - Hint: Where you have 5-wide corridors, allowing two sets of ramps, 'invert the sawtooth' of one of the ramps and you actually get close to 1:1 X/Y-transit and Z-transit. But the above is sufficient enough for the centre of a 3-wide corridor.
...but you don't have to do this, especially if you don't actually have so many inter-later transits to do. Just FYI, as to my intentions. Apologies that I didn't get as much done towards a visibly working setup as I had actually hoped.
Corridor North of the Hub, to the stairway to the Grazing Fields, basically, around which 11x11 areas are marked (prior to any planned use... but maybe milk/fleece gathering and using, butchery, tanning, leatherworking, a kitchen for fat rendering, perhaps some bone-crafting workshops, etc?) and corridors (5-wide up from the hub, 3-wide perpendicularly across at the point of the stairwell.
Corridor East of the Hub, leads to the Agriculture Fields stairwells (sunken-but-aboveground and belowground) and (if I hadn't already put anything, on the other levels) there's plenty of space for plant processing, brewing, cooking, weaving, clothesmaking, etc, etc, etc, in groups and/or chains of workshops for short-hop hauling and the like.
There's workshops 'above' (higher Z-levels) the hubs, as well as stockpiles, but the workshops were always intended to be temporary (to be moved closer to the products they were servicing, and copied accordingly where different sub-industries needed their own versions of a given workshop) and the top column of floors intended to be devoted to stockpiles only of inward/outward goods (to-trade things, like crafts, common imports such as raw plants) and perhaps also a decent stockpile of ammunition to be picked up if the (as yet uninstantiated) crossbow military needs to flood outwards from the main entrance at any time in the future.
...again, that was my idea. You'll have yours.