Dwarf Fortress Premium edition: Fortress layout that almost always works. (see description)
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- Опубліковано 28 вер 2024
- Goal for 1st year:
1. I dig into a nearby dirt/clay/sand cliff. There, I make my farms and associated workshops (still, kitchen, farmer's workshops). Here, I also add a carpenter's workshop, a rudimentary manager's office, a overflow dorm (will later become my millitary barracks).
2. I dig down until I breach the light aquifer, shoring up walls as I go.
3. Once clear of acquifer, I create my industry sandwhich style: Middle Z becomes workshops, furnaces etc. Top Z is products, bottom Z is input. For industries whose output gets reused, I put them side by side (wood furnaces, forge and furnaces as an example). I put heavy industries closer to stairwell, lighter ones farther. Here, I dig by making 3x3 blocks (4 times) laterally, then a 3x3 block north, 3x3 block south. Connect to form a 9 block high, 12 block wide hallway. I start with top Z, and in the central 3x3 dig down a stairwell to bottom Z. I keep the center hallway clear (both north/south and west/east) for production, but not for storage
4. Beneath the industry layer I make a sprawling living layer. I space my hospital, temple and bar using my 5x3 bedrooms. In center goes bar, hospital goes somewhere viable for a well.
The shape and size of my hospital, bar and temple is mostly aesthetics. It is 9 tiles wide at its widest, and gently curves into a single block to enter. My bedrooms are 3x5 for aesthetics again, with bed, cabinet and chest.
5. for the well, make sure you force the water to flow diagonally, otherwise you flood everything (diagonal flow means water loses pressure). If you mess up like I did, just place walls in a checkered pattern. This will make it lose pressure.
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Once all of the above is done, I go about setting up bridges/gates between outside/depot, depot/main stairwell, main stairwell/barracks.
Link all 3 with levers near the tavern
Dig out a secondary access from the temporary office/carp shop in a winding, long hallway. Put a gate between temp office and this secondary entrance.
Fill this hallway with traps.
Begin training millitary in the overflow dorms.
This is "the old method", no longer as effective as it once was.
You are now incentivised to dig down into your cavern layer as early as possible, as the soil there is 4 times as productive as the surface farms (Notice: following this videos advice, you will have a "poor soil" tag on all your farms).
open up your cavern layers early - claim the gems for high value/low weight trade - secure access to the caverns fresh water - and wall off a section of the cavern as your 'claim' to build farm plots. Do this before you reach the pop cap/wealth cap for invasions, and you will be as relatively safe as you are on the surface, so the earlier the better. You should really immediately head straight down for your caverns.
You can also pasture your animals in the cavern layer to graze on the underlichen.
This also allows you to plan your fort around your cavern - rather than have your forts planning be "interrupted" by the unexpected discovery of a cavern, right where you were planning to build one of your floors.
Dig Deeply and Greedily! What's the worst that could happen, right?
I always have way too much food, drink, and seeds using surface farm. The "old method" is still way too effective IMHO.
both is fine tbh, in the worst case you can just make slightly bigger farmplots
Not to mention if you dig your farms 2 layers below the aquifer you can dig up one floor use a lever and some hatches to use as irrigation to muddy your floors
@@wadeoberheiden921 There is a major problem with trying this that isn't immediately obvious. I ran head first into on my first steam edition fort. Learned the hard way. So what is it? A lot of jobs are stack size dependent. Directly or indirectly. Let's take brewing plump helmets as the obvious example.
With skilled up farmers, in poor soil, you mostly get stack size 1 and 2 with 3 being rare. Let's say average of 2.2. In good soil, you mostly get stack size 3 and 4 with size 2 and 5 being rare. Let's say that's an average of 3.5. 60% more effective than poor soil.
You harvest the stack, then you have to move the plump helmets from the farm plot to the stockpile. Then you have to haul those plump helmets from the stockpile to the still. Then you have to haul the barrels to the still. Then you need to move the barrels to the tavern. Then move the empty barrels back into storage. And you need to move the seeds from the still to the seed stockpile. Then take them to the farm. Then replant. That's 7 hauling jobs, a planting job, a harvest job, and a brewing job for each barrel.
Now let's say you're growing enough plump helmets to meet the alcohol needs of 100 dwarves, which is 100*7/5 = 140 plump helmets. Multiply by 7 and it's 980 hauling jobs and divide by stack size.
With poor soil, that's 445 hauling jobs and 64 brewing/planting/harvesting jobs per season.
With good soil, it's 280 hauling jobs and 40 brewing/planting/harvesting jobs per season.
It really adds up fast. With bad farmers like you might see in an early fort, the ratio is worse. 200ish percent (or more) instead of 160ish percent.
Milling is worse because a milling job takes a lot of time. Especially if you have to use querns for the time being.
Another hidden disadvantage - In bad soil 1 seed mostly gets you 1 or 2 seeds back. In good soil, 1 seed gets you 2 to 4 seeds back. Again, the comparative ratio is going to be worse for low skill farmers, which you're quite likely to have exactly when you're actually wanting to build up your seed reserves.
I literally needed an idea like this. I have like 70ish hours in the premium edition and just like don't have any idea on how to build a halfway decent base 😬
Seems REALLY overcomplicated. I always simply make dorm/butchery/pasture at z=-1, bedrooms/all workshops/kitchen/other right beneath each other at around z=-10, then my farm go to the first cavern layer and that's IT.
The one design in the video seems really personal and shows one exact way of designing (and it doesn't need to be this for good functioning of fort).
It's pretty hard to get really awful logistics in any way unless you put masonry in the corner of the map apart from other structures, so for new players I would advise making it the way they want it to be, just make sure to dig wide corridors and the plan will come by itself
Once I also though that I'd need a ton of management to get it right, but after some time I ditched the idea of guided planning and went with how I though it would work the best (appeared to be the simplest as well) . It haven't bothered me anymore after that
Imagine having modded RimWorld this much...
behave yourself mr goldstein
People have tried XD
but without z levels, law and a world that doesn't care about you and will play itself...
it just ends up being normal modded rimworld :(
There is nothing more boring than a nerd fight
@Sabizos I game more than one reason why modders hadn't succeeded.
you discard one and give me the other back as an example??????
Rimworld modded df
all those 3x3 staircases will kill your FPS in no time.
Does the 3x3 stair layout help with movement and pathing? Very organized fortress 👍
3x3 stairwells with an open area around them like this do indeed help with pathing and give you that little bit more fps for a little bit longer. It's also preference, some people do 2x2 with an open area around.
@@gregoryroberts3265 gotcha, thanks for the reply
3x3 and 2x2 rather create problems with pathing since it gives them more options to path, a cross where they could potentially only walk diagonally if they walk sideways is better than squares, 2x1 is probably the best at short lengths
Just some random fort with no bins and 20 pop at year 2...
Wait finish the water!! Must see conclusion!
A similar one was demonstrated in a separate video! I am thinking of maybe using text to speech mechanisms to try and better explain the steps taken, though.
@@runakovacs4759 Your written English is very good, so maybe just do a voice over? I am sure I am not the only one that finds electronic voices hard to listen to.
Nice layout
I think you forgot the audio
smooth out the flooors so they walk faster
That is for later. I need to have squads up first!
Why only 20 dwarfs? If this were so successful wouldn't you have 50+ by now?
Possibly an artificial cap on pop so there are no events ruining the showcase
@@sza2bom ahh
Oh, I am so going to try this for my next fort! Thank you!
This is a pretty neat layout, so I decided to steal it! I've spent the first 20 so hours of this game trying to build a layout I can live with and not actually playing the game lol.
Only thing I had wish you had done was show the stockpile settings since the descriptions are vague.
Hello! Thank you for the comment. I think I will try and use a text to speech software to commentate a new fort with an "ideal" (by my standards) industry set up.
Until then, the MOST IMPORTANT aspect that I have discovered to differ significantly from the classic DFhack enhanced Dwarf Fortress experience, is that it is now vital to keep completely separate && distinct stockpiles for your trade goods for each and every material. This is because with premium, once placed inside bins you cannot just search and avoid accidentally trading your valuable steel equipment for your millitary as your dorfs will go and place them in the same bin as your pig tail socks.
As thus, I make a distinct "Armour,,weapons Finished goods,furniture" stockpile that ONLY accepts: Stone/Clay, Cloth/leather, Millitary-grade metals (iron, bronze, steel), Trade-metals (everything else), Wood and one for the rest (glass, bone etc).
This way, I can avoid accidentally selling off my valuable goods.
@@runakovacs4759 I'd love to see that as I find ordering things eventually turns into a complete mess. It also doesn't help that some of the item categories are not exactly intuitive, such as clothing. As for communication, I've seen with people who prefer not to speak is use the subtitles to write out a custom script.
"ill STEAL IT! no one will EVER KNOW!!!"
@@runakovacs4759 Could you explain this a little more? I don't understand what you're describing, and I would really like to.
@@rhialto39 Because the option to look inside a container in the trade screen was lost in .50, he makes separate stockpiles for items made of materials he does not want to sell, like steel weapons and armor. To do this he edits the stockpile settings of one to accept only the steel equipment, while another stockpile forbids steel equipment, but allows for copper/bronze/ect.
omg magyar
Caves, you NEED Go caves... The only place near the surfice i Mine is for flux Stone, and only when steel stocks require that, usually i do rather buy flux than Mine...
I love to set a mottle than a long ramp and build my Fort in -110ish near the magmasea, that way i stand near where the circus and the candy enters the realm
Nice layout. Are you focusing on metalworking? Otherwise you don't need so many smelters.
Yeah, IIRC I was going for "Must conquer the goblins!" strat. Make 3 squads, send them off to conquer on rotation as they get good enough and clad in full steel.