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Author Topic: How far ahead do you plan?  (Read 4546 times)

Geoclasm

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How far ahead do you plan?
« on: October 09, 2014, 07:45:08 pm »

I have absurdly particular tastes in embarks. Must have Magma. Must have trees. Must have flux. Must have clay. Must have sand. Must have running water source (to the point where I modded a special kind of stone I call "Wetstone" into the game that has a 100% chance of appearing in a cluster of 1 in any environment, and is an aquifer, so that it can serve as water as a last resort).

So when I DO finally find such a sight, after much rejoicing, I go to excruciating measures to make sure all of the details are planned out before I even unpause to let those brave noble Urists wander off to their deaths. Which level am I going to start on? How far down do I have to go? Where's the center, based on dividing the map into 5 by 5 tile chunks (trimming off the ends so that I can make it perfect)? Okay, now that I have the center, find the center of each quarter. Good, now where am I going to place the bedrooms? First 7 get to be in the back 'cause they're the first 7... Dining... Industry... Trade... Storage... Farms...

So what about everyone else? Do you go to meticulous lengths to plan out your fortress, or do you just tend to kind of wing it?
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StagnantSoul

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Re: How far ahead do you plan?
« Reply #1 on: October 09, 2014, 07:56:45 pm »

When I winged it, I had the most impenetrable, flexible, and senseless forts in history. When I plan it out, I get destroyed quite heavily, because I forget about a little detail. I spent TWO HOURS planning out exactly what I was going to have set up, after bringing 500 stone blocks and using reveal to make sure my moat fit. So, it all worked out fine. Until I forgot the part where my embark freezes every winter. My moat froze over, and the convenient siege hopped over the wall and killed all my dwarves while my bridge just closed up and my entire military made it outside. Planning brings about more chances for a mess up. Winging it makes sure your fort has exactly what it needs. Wing it.
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Aranador

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Re: How far ahead do you plan?
« Reply #2 on: October 09, 2014, 07:58:49 pm »

I'll generally only plan out a vague idea - I always find I need 'temporary' facilities and before I know it, everything just happens.
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Skullsploder

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Re: How far ahead do you plan?
« Reply #3 on: October 10, 2014, 01:31:56 am »

I have a few preset industry areas that I always incorporate into my forts in roughly the same way, and usually this order, from the surface down:

Maze-like roofed defence thing
Farms
Kitchens (+clothesmakers and leatherworkers)
Dining room
Bedrooms
Industry (masons, jewellers, mechanics, and craftsdwarves with bone stockpiles)
Storage
Forges (with optional magma plumbing beneath)

Carpentry and wood burning may get its own floor, or not depending on how reliant I am on it. Nobles also usually get their own floor or two. Things like cisterns just go wherever's easiest to get water in them, I usually have them quite far away.
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LordUbik

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Re: How far ahead do you plan?
« Reply #4 on: October 10, 2014, 05:16:09 am »

I usually plan ahead only the livomg quarters, with dining rooms hospitsls etc etc etc... and improvising everything else, like industries and defences.
In my lasts fortresses i've started to create an "outpost" where i build only the essencial, usually in a corner of the map, to keep my dwarves alive, and then building the proper fortress.
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ragincajun

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Re: How far ahead do you plan?
« Reply #5 on: October 10, 2014, 07:52:20 am »

I wing it to but there is so much about the game and some industries that I've never touched that I can't plan it out...because I don't know all there is to know to plan accordingly.

1. Dig entrance to depot, set depot.
2. Set temp shops (carpenter-outside, mason and craftsdwarf in the depot) to begin production of needed items. (oh mechanics too).
3. Get bridges in place for safety.
Then I dig out a farm and still.  Then move down a few levels to a permanent stone quarry.  Once these are permanently placed I then start on forges (if I have magma on the map that I can find/see) and water (wells) and get a hospital going.  Then I'll start a secondary entrance with traps and ballista defenses. 

Beyond that it's whatever gets my attention until I screw up bad enough or fps gets too bad and I restart. 
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cephalo

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Re: How far ahead do you plan?
« Reply #6 on: October 10, 2014, 08:15:15 am »

When I'm serious about a fort I plan the whole thing. Sometimes I'll wing the little starting fort to protect food etc. but soon after the basics are met I will pause, and designate the whole fort such that each dig happens in stages by disconnecting certain hallways.
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Teldin

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Re: How far ahead do you plan?
« Reply #7 on: October 10, 2014, 08:49:16 am »

Having played since 2D, I've fallen into a typical pattern for my forts which I only rarely deviate from. so there's not much planning, though I am pretty specific about embark locations. I usually re-roll worlds until I find that perfect spot, with both magma and running water. Other stuff is a bonus but it MUST have water and surface magma.

After that it's easy since I just use the setup I've used for a decade now:

a) dig into hillside, or straight down if no convenient hillsides are around. First a 5x5 room for the trade depot (with a 3 wide entrance), a narrow winding hall to a small barracks. Early, this barracks is the communal dorm; later it becomes a training and sleeping room for the militia.

b) A downwards staircase off from the entrance lobby, which branches into a x2 or x3 wide hall heading either east-west or north-south. On either side is four shift-diagonal'd storage rooms; these are always Wood, Furniture, Finished Goods and a general stock for everything but food. (I also always chop off a 3x3 area of the Finished Goods and replace it with a 2nd one, this one only accepts stone goods while the other forbids it-- this means I can crank out stone crafts and pick them out easily for the depot).

c) At either end of the hall, staircases down. These, and the main hall, continue downwards until I hit stone.

d) On the next level, 4 more 11x11 (or is it 9x9 for shift-diagonal? Can't recall) storage. Two food, one refuse, one becomes a farm.

e) Next level, 4 more 11x11 squares, only I chop them into 5x5 chambers by removing the mining designations through the middles. These become workshops, all are set to be as close as possible to the appropriate storage. Since not all workshops will fit in 16 chambers, the next few levels are reserved for more as they are needed, but only the hallway is mined.

f) 4 or 5 levels down (or when I find a nice vein of ore), the two up-down staircases become one down staircase in the middle of the hall. This level becomes the social district - a large (at least 11x11) dining hall, small prison, hospital, graveyard. Also, down a long, trapped corridor are the treasure chambers; one room with a barrel-less stockpile that only accepts artifact-quality items, another only accepts coins. Looks fancy when they're all arranged on the floor!

g) Down a few more levels, government rooms. Expedition leader's chambers, throne room, noble quarters; typically these are lavish and branching, and always at least 4x4.

h) Down a few more levels (typically, just before the caverns), the apartment complex. In earlier days I would make large, 3x3 rooms for every dwarf, but lately I just make big, elaborate dorms and put 4-12 dwarves in each one. They still seem pretty happy.


I only rarely ever use traps, bridges, moats, or walls for the front door, instead relying entirely on militia and crossbows -- since I let the elite masters do all the work it leaves me with an enormous pile of unemployed. If there's a tantrum spiral I let it work itself out, and the survivors carry on and rebuild. It's actually very rare for the entire fort to be lost.
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My Urist Eternal

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Re: How far ahead do you plan?
« Reply #8 on: October 10, 2014, 09:45:37 am »

"No plan survives contact with the enemy" -- Helmuth von Moltke the Elder
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slothen

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Re: How far ahead do you plan?
« Reply #9 on: October 13, 2014, 02:58:44 pm »

I usually take a good 30 minutes to customize embark skills, personalities, and resources.

After that, I usually carve out some haphazard temporary spaces, and only after I've revealed the caverns start planning out my actual fort.
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nomoetoe

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Re: How far ahead do you plan?
« Reply #10 on: October 13, 2014, 09:04:10 pm »

I usually just skill the dwarves up, get at least 25 plump helmet spawn, and some chickens, maybe a few nest boxes to. The game already supplies me what else I need. c:
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Pooky

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Re: How far ahead do you plan?
« Reply #11 on: October 14, 2014, 12:03:35 pm »

I had a time when I would plan my fort in every single details like you. I found the one that succeeded not so fun. To perfect, every floor the same layout and everything. And I usually gets bored before finishing my plans. I found out I had more fun when I first started playing the game and not planning anything, when my fortress were chaotic with uselessly complicated layout and flows. So now this is what I do, plan nothing and put the room wherever there is space when I need one :)
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612DwarfAvenue

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Re: How far ahead do you plan?
« Reply #12 on: October 14, 2014, 03:05:55 pm »

I pretty much just wing it, for the most part. I have a few layouts i commonly use, but it's negotiable where i actually place them :P.
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Pyro627

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Re: How far ahead do you plan?
« Reply #13 on: October 14, 2014, 03:50:19 pm »

Plan?
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§k

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Re: How far ahead do you plan?
« Reply #14 on: October 14, 2014, 10:19:31 pm »

I deliberately have irregularity in the fort. The dorm level looks like a lobe of lung.
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