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Author Topic: Your common area layouts  (Read 2772 times)

Kuria

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Your common area layouts
« on: December 01, 2022, 03:40:36 pm »

With the steam release upon us, I thought maybe people might like to post your standard designs for your most used buildings or activities, like temples, libraries, kitchens, etc. A little knowledge sharing, a little showing off if you like. I'll get things started out with my usual hospital layout.

Zone: Rectangular selection because of doors - Hospital & Meeting Area -> Location: Doctor's Guildhall
Well: Meeting Area 1x1, Location: Doctor's Guildhall (prevents outsiders from lingering by the well)

Space to lock/wall in dangerous patients as needed. Central stair. Bucket stockpile. It's small if you get hit with more than 16 wounded at a time and/or have violent patients taking up beds, but by then you usually have much bigger problems!

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« Last Edit: December 01, 2022, 03:50:10 pm by Kuria »
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Kuria

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Re: Your common area layouts
« Reply #1 on: December 02, 2022, 06:09:49 pm »

Here's a workshop floor in my current fort. Doors can keep in berserk dwarves early game, or keep out moody dwarves late game (to redirect them to my artifact crafthall instead). Lots of extra space to drop specialized workshops for unhappy dwarves late game. I usually have two of these sandwiched between two stockpile levels on the main staircase.
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Salmeuk

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Re: Your common area layouts
« Reply #2 on: December 02, 2022, 08:10:04 pm »

my thoughts are that the common area layout should, most importantly, facilitate the easy visual inspection of various tasks and production lines. Having large stockpiles allows you to collect a quick readout of your various inputs, and the paths of your dwarves can key you in to what activity is taking up most of their time. This is why I like to keep most everything within the same few visual frames, + or - a few z-levels.


The lava moat removes any dwarves prone to fistfights due to their tendency to push one another off the grates. This was an unexpected benefit, and overall is very dwarfy.
« Last Edit: December 02, 2022, 08:11:57 pm by Salmeuk »
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bigcalm

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Re: Your common area layouts
« Reply #3 on: December 06, 2022, 07:18:58 am »

My layout of my forts has got more complex over time due to new challenges and flaws found in the original designs.

The basic principle is to have nine main 3x3 up/down stairwells in this pattern:

X X X
X X X
X X X

Each 3x3 stairwell is separated by 19 squares horizontally or vertically.  This is because when I put bedrooms in, I can fit 3 5x5 rooms between stairwells which serve as the bedrooms.
Each up/down main stairwell is surrounded by specific industries.

Each z-level is dedicated to various things, going down from the surface (so -2 is two levels below the surface, -10 is 10 levels below the surface).  I play without aquifers normally but it's doable with.

0/Surface: Pastures, Farms, Stockade, etc.
-2: Kinked stairwells (see below), underground farms, underground pastures, seed stockpiles.
-4: Raw stockpiles
-6: Workshops
-7: Depot (see below)
-8: Finished stockpiles
-10: Dining level, Taverns, temples, libraries, craftsguilds, dining hall, booze and prepared meals stockpiles, hospital, justice, well.
-11: Levers
-12: Bedrooms and graveyard
-14: Noble bedrooms and graveyard
-16: Bedrooms and graveyard

The "empty" floors (-3,-5,some -7,-9) are either used for overflows (additional stockpiles where certain industries require them) or places for later plumbing (water, magma and power)
The workshop, bedroom, dining room and stockpile floors all have connections between all the main stairwells - the "empty" ones don't, again, to facilitate later plumbing.

Some rationales here:  I can set various hotkeys for various things - if I want to go to workshops I just press the hotkey and I can see every workshop (yes, they are all on the same level except the butcher)
* I can jump to bedrooms, or farms, or levers very easily - I don't have to worry about stuff being spread over multiple z-levels there.
* Almost everything on a level I can see without having to scroll around.
* All workshops are clustered, such that if I order 30 bone amulets using the manager, the workshops will always be in close proximity to the raw stockpiles.

Each main stairwell has industries around it - here's my most recent incarnation - Crafts is always at the centre but other industries tend to move around depending on terrain (where the animals are pastured, mainly)

Wood        Stone/Soap   Clothing
Metals      Crafts       Clothing
Booze       Food         Gems

All workshops have smaller stairwells to their related stockpiles - for example, the carpenters sits beneath a wood stockpile and above a furniture stockpile.  This is repeated for all industries - some examples
are:  Bones -> Craftsdwarfs -> Ammo ; Empty bags / Flour-precursor plants -> Millstone -> Flour
The above are general names for each type of industry - wood industry includes wood burners, carpenters and a bowyers;  Clothing includes farmers workshops, looms, millstones, dyers and tailors;
One of the stairwells, typically the one nearest the metals industry will extend downwards throughout the caverns, though that does depend on the layout of the caverns.

Organising it in this way means that both inputs and outputs of workshops tend to be very close and require minimal hauling.  "Related" industries are also close - wood burning is near to both the soap makers and the metals industry.  There are naturally some links that don't fit neatly - charcoal needs to go to a stockpile near the metal industry, ash needs to go to stockpiles near the soap makers and the kilns.

All farms are isolated from the outside with a roof, such that if the stockade is breached, "outside" plants are only accessible from within the base.  Typically refuse and corpse stockpiles go on top of the roof of the outside farms.

Kinked stairwells
-=-=-=-=-=-=-=-=-

The idea here is that we can prevent any and all dwarves from reaching the surface, and any invaders from breaching the fort.
To do this, we use some raising bridges.
For each 'main' stairwell, from the surface I dig down stair, then up/down stair below that, then up stair below that (all in 3x3 pattern).
Then two levels below the surface is a raising bridge that can seal the base from the surface - in this pattern.

up stair to surface
raising bridge
down stair to main stairwell

The reason this is two levels below the surface rather than one, is that chopping down trees on the surface can occasionally puncture the floor - having an
additional buffer ensures that this does not happen.
What I tend to do initially is dig one of the main stairwells in the base, ensure I can seal it, and only add other routes to the surface once the base is sealable.
I tend to have a sealable base by mid-summer, though it can be accomplished earlier if I embark right next to a goblin fortress!

Depot
-=-=-

The depot location is right next to the crafts stockpile, as that is typically what gets traded most.  However, I still want to be able to seal the base from the depot if necessary so there is a raising bridge between the crafts stockpile and the depot area.
To allow for wagon access to the depot, a long passage with ramps is dug to outside the base.  This passage is sealable so I can lock the traders in if necessary.  It also generally has some raising bridges and 'trap' corridors, so that during a siege, I can retreat inside the stockade, and the invaders will path down the trap corridors to try to get inside the base.
All of this is done with plenty of buffer room such that I can raise a bridge before the invaders look like they will penetrate the defences, and additionally allow me to trap some invaders in an area where they can be taken care of by the military without having so many that they get overwhelmed by numbers.

Stockade
-=-=-=-=

Even though I have the base sealable from above ground, this is regarded generally as a 'last line of defence'.  I still want to protect any pastures, windmills and other above-ground stuff in the event of a siege.  For this purpose, I spend a lot of time during the first year building a stockade out of wood that is generally 3-4 high, and has raise-able bridges to ensure that anything within the stockade is safe.  For the vast majority of invaders the stockade will protect any internal assets, though there are notable exceptions - Rocs and sieges where they have flying mounts will mean that the retreat to underground is the safe option.  I also build aboveground "rooms" for all the farms so that I can have direct access from below but any invaders that breach the stockade can't reach the above ground farms.
For this reason, I tend to define two "alert" burrows -- one for within the stockade, and one for purely underground.

Honeypot Traps
-=-=-=-=-=-=-=

Honeypot traps are used for all entrances to caverns -- http://www.bay12forums.com/smf/index.php?topic=149504.msg6110746#msg6110746

The Bath
-=-=-=-=

For the caverns, and the main depot-way entrance to the base, having a trench of water filled at a depth of 3 can be useful to stop nasty forgotten beast fluids from coming into the base.  This generally involves some small cisterns and raising bridges to ensure that the depth is correct, and an upgrade is to have a magma cistern there as well, to allow for cleaning of the bath to take place as well.

Other
-=-=-

An extra kitchen area is often dug to try to process some of the liquid foods (particularly royal jelly because I like to get the jugs re-used).
Any workshop that can produce an artifact gets surrounded by 1-tile binless stockpiles full of stuff that might go into an artifact.  A dwarf in a strange mood will grab the
nearest available item that matches what they need for the artifact, so by surrounding your craftsdwarfs (and jewellers, forges, etc) with 1-tile stockpiles of valuable gems, adamantine wafers and similar, you'll get artifacts created with those items.
Pump stack and the associated windmill power area are separated from the main base -- i.e. it's possible to isolate them from the main base, thus if something breaks into the pump stack from below, or the windmill area from above, the integrity of the main base is still sufficient.
If any area needs to be separated from another, raising bridges are the only way to go.  Most of the time these bridges will be magma safe and use magma safe mechanisms.  Doors delineate bedrooms (and potentially other rooms), floodgates are used only in very rare circumstances.
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Starver

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Re: Your common area layouts
« Reply #4 on: December 06, 2022, 01:22:56 pm »

My long-time design is based around 13x13 blocks that enables combinations of shift-cursor ten-jumps within the walls for 11x11 mega-room, divided to 5(+wall+)5 halvings, 3(+wall+)3(+wall+)3 thirdings, two-wide quarterings (rare) or a set of six single-width areas. It could be twelve single-width tunnel-rooms, reaching half way in, or more typically 3x3 superarray of 3x3s or a 2x2 superarray of 5x5s.

The latter tends to be my workshop layout. A 3x3 workshop (typical for for all but kennels, siege workshop and depot, I think?) with a stockpile overlaid to the 5x5 boundary. (Or do that, for sixteen spaces, but selectively unpaint eight of them and repaint a new stockpile on the same plan to fill in the others again. This provides either an adjacent-input and an adjacent-output, closely tied to the workshop concerned, or even two different inputs where combination reagents are needed, to give visual availability to the respect in- and/or out-piles. I might put doors centrally in each wall (or even every other wall-tile) or leave them as doorways (or "columns with gaps", also a popular way to outline a temple, pseudo-aesthetically) or demolish the internal walls entirely (but leave them unstockpiled) just because I feel like it (and/or want the stone, e.g. in a marble-layer, or another significant rock-type needed for colour/magmasafeness/etc).

I would also tend to 'stripe' fields (11 1x11s, again for visual availability/state) or array full-sized stockpiles, chequerboard them (lay down a full-size one, pick off every other square, re-lay a second chequerboard across all those gaps, to create a 'mingled but not mixed' stockpile), stripes (as per fields, eleven 11x1s) or other variations to cater for my whim

(I don't know if Steam-version does the "doesn't re-lay a new stockpile over a previously used tile" thing, yet. I found it nice to take advantage of, until now, but maybe the revamp has more 'afterthought' painting options, as per zones.)

Between the 11x11s(+external walls, or at least corner-columns if I fully open access to the block), I set 3-wide corridors with the central tils reserved for ramps (usually walkable, perhaps minecarted if I'm doing them out there) which are set to provide a vertically-diagonal cross-level transition that might be used instead of (or as well as) the "grand stairwell" set into the various major corridor-junctions.

And I extend this pattern vertically as far as I can (without involving cavern-spaces, which I'd staircase only through non-cavern bits and restrict my rooms accordingly) from the magma-forge layer (with magmaducts, as possible, dug beneath to tap into the available source) all the way up to the subsurface farms. The surface would mirror the wall-edges with built walls and also have strategic ditches into at least one (possibly several) Zs of underground where the pattern allows (around the edges, through reserved blocks, leaving catacombed rock promentaries, usually, with 'outside' pastures abve for animals, orchards, sunken 'outside but subsoil' farm-plots etc). I will raise the walls and roof over (with bridges) to create flyer-proof 'enclosed' outdoor areas

Again, I don't know how much of this remains viable under Steam-era gameplay. But I designed my ramparts to be climber-proof before there was really any risk of climbers, so minor adjustments alone may make this still a viable (if overcomplex) strategy.


Layouts and placements... Surface, anything usefully/necessarily aboveground (existing orchardy/plantstiony for trees, hand stretches of grass for grazing, the Depot, etc; hives may be built in ods corners or to an adsthetic layout, if I'm capable of apiary), within walls, with drawbridges and normal (and/or vanishing) bridges over excavated moats and a few sally-ports set up for quick ingress/egress by military or stranded units. Perhaps some pillboxes (access only from the fortress below, strategic viewing or ranged attacking made possible as required. Sometimes a bellygunner pillbox (effectively) built down from some above-surface enclosed walkway between two walled bastions, or similar. Sometimes the pillbox has a sallyport (or a sallyport entry can act as a pillbox), with suitable precautions. Some form of 'airlock' systems, to isolate these areas from common incursions, tend to be built where their accessway meets "the fortress internals".


Z-1 (and Z-2, if I'm lucky) tends to have the farms. Underground ones and "roof dug off the top" sunken-surface ones (to get pure soils, where available, rather than blocking boulders), with stairwell access also to surface-but-enclosed places (paddocks/orchards/etc). All the same level(s, more or less), and most farm-relient workshops (F's W, looms, querns/millstones, presses, breweries, butchers, kitchens, etc) perhaps dotted around where geology makes a potentially plantable area into less useful area of non-soil or significant rock. Though directly under the Depot (and maybe for more Zs, directly under that) is the Trade Goods/Etc stockpile (stripey) that used to be the "get these things off the wagon" hurry-upperer and intermediary staging post for all things not immediately useful/storeable elsewhere. As trading deals are struck, it gets reconfigured to take (un-crated) those things that I know the traders will value, plus anything else I'm planning on going to trade, eventually. Or at least the most  importantly accessible lot (as it empties, or is TSKed to be, I may change the designations again).


In the first (few?) rock-layers, the (non-metal, and otherwise non-specialist) workshops. I tend to put a Mason dedicated to marble in any actual marble-layer, and mechanics with the intent to ultimately create olivine levers within any olivine-rich spot (or adjacent), but for basic and immediate multiprpose manufacturing (or the ultimately unimportant "diorite mug factory" that's turning the unwanted surplus of diorite into potential trading wares, and might put a diorite-stockpile around the workshop, as described, but am content to let it "trickle up" from where it has been scattered around during a given room-expansion diggingbin such a layer.  I'll also have the main (and first) dining area, and may or may not establish social-zones/etc (including a series of mini-temples, and possibly a library), or leave undug/predug spaces for them as I have the spare time, inclination or actual need for them. As well as 'border-stockpiles' for the workshops (logs for the carpenter, the initial choice of rock for the wall-block mason to start upon) I may designate as yet unnecessary rooms (but dug out more for the purposes of making rock blocks) as secondary-staging stockpiles. As yet unneeded seeds, where the initial anvil gets put before I use it, a place to quickly draw down the logs created by felling those trees currently growing where I plan to dig out my moat/place my aboveground structures, picked plants (similarly in the way, but more picked for stocking than felled to prevent cave-ins), anything (except ores) that I haven't yet a good balance of storage/usage dedicated to.


Bedrooms I tend to put around the central core (or crossroads, or planwise around the depot-centred block, however the stairwell access leads) in the layers between the first and second caverns. I usually generate worlds with 10z gaps between caverns to give me plenty of uninterupted rock (and, if I'm lucky, plenty of types of rock) without having to worry about caverns except where my stairways punch through/around them. If I find some nice marble layers/patches, I'll tend to plan the fancier rooms there. Generic fancy, though I can choose another 'prestige' type if it just doesn't exist (or enough) and any dwarf with a preference for granite would be given a bedroom carved (and smoothed) into granite, if I desire to pamper them so. Where the bedroom's digging creates rock of a notably useful/interesting kind, I may shove a workshop temporarily into one of the rooms to make blocks or tables or mechanisms out of it, at least until I start to get residents filling up the place.

All bedrooms are individual, often four 5x5s per 'block of rock' layout, each has their own door and a nice rotational symmetry, per block, that gets reflected and translated around to other room-blocks in layout (entry plus all provided furniture). Where I provide a suite, that's four 5x5s with one edge-entrance into the office or dining room (chosen according to functional needs, from same furniture requirements), with dining room or office (whatever the first is not) in one direction and bedroom and tomb leading off of the other.

Furniture may start out as "whatever I've got made", but tends to become a consistant quality (for non-suites), or the very best available (for suites). Where/when possible, of the key material (the room's own rock, and/or a preference material; and I tend to choose a single wood-type at the start to reserve for all beds, special orders aside), and I'll mass-produce even doors, as soon as I have enough manpower free from basic survival issues, to give me that choice, and one or two future-bedrooms may be designated to the tables, thrones, statues, etc, that I'll eventually be placing or replacing (surplus quantities, probably those off-quality due to being less or more than that which seems usable) wend their way to the trade depot, if not another layer of bedrooms-in-potentia.


Where cavern-water is available, I carefully tap into it on its level to ultimately fill a cistern (single of multiple Zs of depth, shaped to fit 'block plan' and 'cavern wall' edges, and the needs of the digging out itself). Ideally this cistern acts as a 'waterlock' buffer between the untamed cavern and the further well-bottom cistern (accepts multiple wellheads dropped down from various locations in the Zs above, e.g. the hospital, wherever that is) as well as maybe a more standard bucket-dipping pool and/or bathhouse-type usable water-source. Floodgated links between and out of drainable 'wet-spaces' are designed in a manner highly dependent upon local geology and what else I've laid out, but have a general practiced form or set of alternatives (drains to map-edge or drains into next cavern down, for example, with supporting infrastructure and safeguards picked from a mostly established 'tapas' menu).

Wherever the magma is most accessible, thereupon I set up to tap it, and duct it below (and weaving between) the magmaworkshops. Around and above those (in ways previously described) are the stockpiles for ores, flux, any necessary charcoal (and source-type of wood) or coal-type fuel and of course the bars (product and intermediate material) and final goods chucked out of the final workshops in any given chain. All material destined for this magmaindustry layer is brought down (often the very bottom of the map, or practically so) and only final product is hauled back up, as needed, having done the refining and processing in a close-knit production-line.


Additional dining(/drinking) areas are dotted around the stack/width of the fort. Military training/mustering (depending upon if I'm doing it in one or other ways) may be centralised or spread about. I've had times when my archery ranges (and catapult-training ones) were in one whole (non-bedroom) intercavern Z-gap, criss-crossing each other like a grand hidden underground base (well, technically it was!), or I've just set up something simple near the core of the upper layers and left it at that. And some resupply stockrooms near (within the fortress-internal side!) the pillboxes and sally-ports, don't go amiss, with primarily food, drink and ammo hauled to them in anticipation. A more central Q-Stores for armour and equipment works best for me, though. (Or go collect it from the manufacturer! It's rarely an emergency, in my forts.)


...I think that covers my current design philosophies and tendencies. I can tell you about now defunct (but, at the time, finely honed) ideas, like how I used to set up my windmills (before I stopped using windmills), or my labarythine trap corridors to augment my subterranean wagonable link(s) from the surface to my beating-heart-of-the-fortress Depot, but with little need these days (or 'better' setups, or necessarily changed when wagons no longer went through trap-corridirs) I'll spare you that... ;)
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HMD Majesty

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Re: Your common area layouts
« Reply #5 on: December 07, 2022, 05:19:33 pm »

Our Fortresses tend to be somewhat ad-hoc in design, with Our one consistent Layout being Our 'radiator-fin' Layout for Bedrooms.  We favour it for the comparative Ease it offers for ensuring We will never run out of Bedroom Space.

The base Unit of the Radiator-Fin is a one-Tile wide Hallway which has eleven 2x2 Rooms on each Side.  Five of these compose one Side of the Layout, and then the other side is across a two or three Tile wide hallway which connects to Our main Staircase in some way.