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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63765</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63765"/>
		<updated>2010-02-24T16:31:48Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: /* Road Value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? [[User:Greep|Greep]] 08:59, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being &amp;quot;metallic&amp;quot; and others being a &amp;quot;tallow soap road.&amp;quot;  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Skill Used? ==&lt;br /&gt;
&lt;br /&gt;
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)&lt;br /&gt;
*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Road Value ==&lt;br /&gt;
So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the &amp;quot;The Incoming King&amp;quot;-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a masterful rough stone road of 1x1 with 1 stone with value 3 to a value of 36, 3*12. Or a superior quality stone block road of 2x2 with 2 stone blocks with value of 5 each to a value of 40, (5+5)*4 ), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --[[User:Cosnoic|Cosnoic]] 07:13, 24 February 2010 (GMT+1)&lt;br /&gt;
 a superior quality stone block road &lt;br /&gt;
:Considering blocks don't have quality, this is an awkward phrasing.  I'd suggest either &amp;quot;a superior quality road of # stone blocks&amp;quot; or &amp;quot;a # stone block road of superior quality&amp;quot;.--[[User:Albedo|Albedo]] 06:38, 24 February 2010 (UTC)&lt;br /&gt;
:Sorry about the phrasing, was tired when I wrote this. --[[User:Cosnoic|Cosnoic]]&lt;br /&gt;
::I believe if you examine a road in the (r)oom list, it will show you its Architecture quality and thus its value multiplier (since constructing a road doesn't require any labor, there's no Construction quality involved). --[[User:Quietust|Quietust]] 14:03, 24 February 2010 (UTC)&lt;br /&gt;
:::Just checked, and apparently roads '''do''' have a construction quality, though it's almost always either no-level or &amp;quot;solidly built&amp;quot; (well-crafted, for a 2x multiplier). The room list also shows ''who'' designed and built the road. --[[User:Quietust|Quietust]] 14:08, 24 February 2010 (UTC)&lt;br /&gt;
:::: The only reason to why roads usually have no-level or well-crafted quality is because normally the skill Building Designer is almost never used, so most dwarfs is kept at the dabbling or novice skill level. I probably should have stated I used companion to alter the skill level of the dwarf constructing the roads to establish the it's possible to get all the different quality levels. --[[User:Cosnoic|Cosnoic]] 16:31, 24 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63764</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63764"/>
		<updated>2010-02-24T16:31:24Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: /* Road Value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? [[User:Greep|Greep]] 08:59, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being &amp;quot;metallic&amp;quot; and others being a &amp;quot;tallow soap road.&amp;quot;  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Skill Used? ==&lt;br /&gt;
&lt;br /&gt;
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)&lt;br /&gt;
*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Road Value ==&lt;br /&gt;
So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the &amp;quot;The Incoming King&amp;quot;-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a masterful rough stone road of 1x1 with 1 stone with value 3 to a value of 36, 3*12. Or a superior quality stone block road of 2x2 with 2 stone blocks with value of 5 each to a value of 40, (5+5)*4 ), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --[[User:Cosnoic|Cosnoic]] 07:13, 24 February 2010 (GMT+1)&lt;br /&gt;
 a superior quality stone block road &lt;br /&gt;
:Considering blocks don't have quality, this is an awkward phrasing.  I'd suggest either &amp;quot;a superior quality road of # stone blocks&amp;quot; or &amp;quot;a # stone block road of superior quality&amp;quot;.--[[User:Albedo|Albedo]] 06:38, 24 February 2010 (UTC)&lt;br /&gt;
:Sorry about the phrasing, was tired when I wrote this. --[[User:Cosnoic|Cosnoic]]&lt;br /&gt;
::I believe if you examine a road in the (r)oom list, it will show you its Architecture quality and thus its value multiplier (since constructing a road doesn't require any labor, there's no Construction quality involved). --[[User:Quietust|Quietust]] 14:03, 24 February 2010 (UTC)&lt;br /&gt;
:::Just checked, and apparently roads '''do''' have a construction quality, though it's almost always either no-level or &amp;quot;solidly built&amp;quot; (well-crafted, for a 2x multiplier). The room list also shows ''who'' designed and built the road. --[[User:Quietust|Quietust]] 14:08, 24 February 2010 (UTC)&lt;br /&gt;
::: The only reason to why roads usually have no-level or well-crafted quality is because normally the skill Building Designer is almost never used, so most dwarfs is kept at the dabbling or novice skill level. I probably should have stated I used companion to alter the skill level of the dwarf constructing the roads to establish the it's possible to get all the different quality levels. --[[User:Cosnoic|Cosnoic]] 16:31, 24 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=63749</id>
		<title>40d:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=63749"/>
		<updated>2010-02-24T07:07:08Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: /* Road value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Road''' is a path of dirt, [[wood]], [[stone]], [[blocks]] or bars (metal, soap, etc.). They are used to make paths across the map that make it easier for people and [[wagon]]s to travel by preventing [[tree]]s from growing underneath them.&lt;br /&gt;
&lt;br /&gt;
Three kinds of roads can be made:&lt;br /&gt;
&lt;br /&gt;
* Dirt roads can only be built on top of soil, and any plant life (grass, shrubs, or trees) will soon grow back.&lt;br /&gt;
* Rough road can be made with regular stone, it will be the [[color]] of the first [[material]] used.&lt;br /&gt;
* Smooth roads can be made of any kind of block or bar.&lt;br /&gt;
&lt;br /&gt;
Other buildings, including [[trap]]s, cannot be built on top of a road.&lt;br /&gt;
&lt;br /&gt;
A road is not strictly necessary for the wagons to reach your [[trade depot]], as wagons can travel across most surfaces, including [[ramp]]s, as long as [[boulder]]s and trees have been removed from their route. Since boulders do not reappear, roads are typically only beneficial when built over soil areas where trees would grow; paved roads built over stone are purely decorative.&lt;br /&gt;
&lt;br /&gt;
If you have discovered an [[underground river]] or underground pool, it may be wise to pave the floors of any underground water channels, lest [[tower-cap]]s sprout and block the flow of water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Select {{key|b}} for build, followed by {{key|o}} or {{key|O}} depending on if you want a paved or unpaved road. Use keys {{key|h}},{{key|m}},{{key|u}} or {{key|k}} to adjust the height and width of the road.  The number of materials required for a section of road is 1 + area/4, rounded down, where ''area'' is the number of tiles occupied by the road, including obstructed tiles. Roads may be built on constructed floors, shrubs and the top of walls the level below, but not boulders, trees, ramps or open spaces.  Obstructions will not prevent the road from being built (unless they split the road into multiple disconnected segments), though removing the obstructions afterwards will leave holes in the road.&lt;br /&gt;
&lt;br /&gt;
Paved roads must be designed by an [[architect]] before they can be built, though no labor is required for actual construction - as such, the architect will typically construct the road immediately after designing it. Though construction does not require a labor assignment, the dwarf performing the construction will still receive experience based on the material used.&lt;br /&gt;
&lt;br /&gt;
Roads are one of the few features that can be built all the way to the map edge.&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
&lt;br /&gt;
Press {{key|q}} to access room actions then select the road you want to remove. Press {{key|x}} to remove the road - it is the only available action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen roads ==&lt;br /&gt;
Worldgen roads (that you see on the map) aren't built as roads; stone roads are made of block floors and dirt roads are simply dirt. They are seven tiles wide (wide enough, incidentally, for a wagon to just fit on a diagonal one, since diagonal ones are seven tiles across in each orthogonal direction; only 7/sqrt(2) = 4.9 across, and a wagon is 3*sqrt(2) = 4.2 tiles across diagonally). Ramps go directly across the road when they have to connect Z-levels, rather than following the terrain. The fill around level changes seems to be made of natural material rather than constructed. Bridges are made of floors (a wood log bridge has been observed on a stone block road) with walls at the sides - ramps at the ends of each wall allowing you to walk on top of them. There is fill in the river allowing a uniform 3-tile-long approach. (that is, there are three tiles of bridge on the ground before being over water). Worldgen tunnels (Dwarf and Goblin roads) are similar; with bridges over chasms. Tunnels are reachable from a staircase and narrow passageway at the lowest level of a mountain hall, or from a basement level in a tower in a dark fortress. You cannot {{key|T}}ravel while in a tunnel.&lt;br /&gt;
&lt;br /&gt;
== Road value ==&lt;br /&gt;
Dirt roads have no value/quality as they are just trampled soil and are not counted as a building. All paved roads have a set value calculated based upon the material and [[architect]] skill level of the dwarf constructing the road.&lt;br /&gt;
&lt;br /&gt;
To calculate the value of a paved road is simply the sum of the materials values used times the [[quality]] of the road. Paved roads quality is the same as all created objects but is hidden and can only be calculated by knowing how much created wealth is under Architecture in the status screen, {{key|z}}. Both before and after, this requires a [[Bookkeeper]] for it to show in the status screen. Knowing the difference in wealth under Architecture the quality of the road is the difference divided by the sum of the materials values used to build the road.&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=63748</id>
		<title>40d:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=63748"/>
		<updated>2010-02-24T07:05:45Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: Road Value added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Road''' is a path of dirt, [[wood]], [[stone]], [[blocks]] or bars (metal, soap, etc.). They are used to make paths across the map that make it easier for people and [[wagon]]s to travel by preventing [[tree]]s from growing underneath them.&lt;br /&gt;
&lt;br /&gt;
Three kinds of roads can be made:&lt;br /&gt;
&lt;br /&gt;
* Dirt roads can only be built on top of soil, and any plant life (grass, shrubs, or trees) will soon grow back.&lt;br /&gt;
* Rough road can be made with regular stone, it will be the [[color]] of the first [[material]] used.&lt;br /&gt;
* Smooth roads can be made of any kind of block or bar.&lt;br /&gt;
&lt;br /&gt;
Other buildings, including [[trap]]s, cannot be built on top of a road.&lt;br /&gt;
&lt;br /&gt;
A road is not strictly necessary for the wagons to reach your [[trade depot]], as wagons can travel across most surfaces, including [[ramp]]s, as long as [[boulder]]s and trees have been removed from their route. Since boulders do not reappear, roads are typically only beneficial when built over soil areas where trees would grow; paved roads built over stone are purely decorative.&lt;br /&gt;
&lt;br /&gt;
If you have discovered an [[underground river]] or underground pool, it may be wise to pave the floors of any underground water channels, lest [[tower-cap]]s sprout and block the flow of water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Select {{key|b}} for build, followed by {{key|o}} or {{key|O}} depending on if you want a paved or unpaved road. Use keys {{key|h}},{{key|m}},{{key|u}} or {{key|k}} to adjust the height and width of the road.  The number of materials required for a section of road is 1 + area/4, rounded down, where ''area'' is the number of tiles occupied by the road, including obstructed tiles. Roads may be built on constructed floors, shrubs and the top of walls the level below, but not boulders, trees, ramps or open spaces.  Obstructions will not prevent the road from being built (unless they split the road into multiple disconnected segments), though removing the obstructions afterwards will leave holes in the road.&lt;br /&gt;
&lt;br /&gt;
Paved roads must be designed by an [[architect]] before they can be built, though no labor is required for actual construction - as such, the architect will typically construct the road immediately after designing it. Though construction does not require a labor assignment, the dwarf performing the construction will still receive experience based on the material used.&lt;br /&gt;
&lt;br /&gt;
Roads are one of the few features that can be built all the way to the map edge.&lt;br /&gt;
&lt;br /&gt;
== Removing ==&lt;br /&gt;
&lt;br /&gt;
Press {{key|q}} to access room actions then select the road you want to remove. Press {{key|x}} to remove the road - it is the only available action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen roads ==&lt;br /&gt;
Worldgen roads (that you see on the map) aren't built as roads; stone roads are made of block floors and dirt roads are simply dirt. They are seven tiles wide (wide enough, incidentally, for a wagon to just fit on a diagonal one, since diagonal ones are seven tiles across in each orthogonal direction; only 7/sqrt(2) = 4.9 across, and a wagon is 3*sqrt(2) = 4.2 tiles across diagonally). Ramps go directly across the road when they have to connect Z-levels, rather than following the terrain. The fill around level changes seems to be made of natural material rather than constructed. Bridges are made of floors (a wood log bridge has been observed on a stone block road) with walls at the sides - ramps at the ends of each wall allowing you to walk on top of them. There is fill in the river allowing a uniform 3-tile-long approach. (that is, there are three tiles of bridge on the ground before being over water). Worldgen tunnels (Dwarf and Goblin roads) are similar; with bridges over chasms. Tunnels are reachable from a staircase and narrow passageway at the lowest level of a mountain hall, or from a basement level in a tower in a dark fortress. You cannot {{key|T}}ravel while in a tunnel.&lt;br /&gt;
&lt;br /&gt;
== Road value ==&lt;br /&gt;
Dirt roads have no value/quality as they are just trampled soil and are not counted as a building. All paved roads have a set value calculated based upon the material and [[architect]] skill level of the dwarf constructing the road.&lt;br /&gt;
&lt;br /&gt;
To calculate the value of a paved road is simply the sum of the materials values used times the [[quality]] of the road. Paved roads quality is the same as all created objects but is hidden and can only be calculated by knowing how much created wealth is under Architecture in the status screen, {{key|z}}. Both before and after, this requires a [[Bookkeeper]] for it to show in the status screen. Knowing the difference in wealth under Architecture the quality of the road is the difference divided by the sum of the material used to build the road.&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63746</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63746"/>
		<updated>2010-02-24T06:31:38Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: /* Road Value */  updated with other example for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? [[User:Greep|Greep]] 08:59, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being &amp;quot;metallic&amp;quot; and others being a &amp;quot;tallow soap road.&amp;quot;  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Skill Used? ==&lt;br /&gt;
&lt;br /&gt;
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)&lt;br /&gt;
*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Road Value ==&lt;br /&gt;
So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the &amp;quot;The Incoming King&amp;quot;-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a masterful rough stone road of 1x1 with 1 stone with value 3 to a value of 36, 3*12. Or a superior quality stone block road of 2x2 with 2 stone blocks with value of 5 each to a value of 40, (5+5)*4 ), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --[[User:Cosnoic|Cosnoic]] 07:13, 24 February 2010 (GMT+1)&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63742</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63742"/>
		<updated>2010-02-24T06:19:14Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: Road value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? [[User:Greep|Greep]] 08:59, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being &amp;quot;metallic&amp;quot; and others being a &amp;quot;tallow soap road.&amp;quot;  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
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== Skill Used? ==&lt;br /&gt;
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What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)&lt;br /&gt;
*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)&lt;br /&gt;
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== Road Value ==&lt;br /&gt;
So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the &amp;quot;The Incoming King&amp;quot;-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a rough stone road of 1x1 with 1 stone with value 3 to a value of 36. 1*3*12), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O --[[User:Cosnoic|Cosnoic]] 07:13, 24 February 2010 (GMT+1)&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cosnoic&amp;diff=63741</id>
		<title>User:Cosnoic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cosnoic&amp;diff=63741"/>
		<updated>2010-02-24T06:14:53Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: Created page with 'Been playing since late 2008.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Been playing since late 2008.&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63739</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=63739"/>
		<updated>2010-02-24T06:10:27Z</updated>

		<summary type="html">&lt;p&gt;Cosnoic: &lt;/p&gt;
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&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
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It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
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== removing roads ==&lt;br /&gt;
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how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
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== using roads ==&lt;br /&gt;
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I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
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::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
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== speed ==&lt;br /&gt;
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will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
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== Roads and floor underneath ==&lt;br /&gt;
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It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
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== Actual Benefit ==&lt;br /&gt;
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I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
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:I just had an idea... stockpiles block tree growth too right? So if you're lazy you can just build stockpiles with no demands right? [[User:Greep|Greep]] 08:59, 9 June 2009 (UTC)&lt;br /&gt;
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== Amount of material needed ==&lt;br /&gt;
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What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
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:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
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::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
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It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
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:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
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::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
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== Smooth road? ==&lt;br /&gt;
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I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
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:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
::Is there an advantage? I'm assuming value.--[[User:Loganis|Loganis]] 05:43, 22 July 2009 (UTC)&lt;br /&gt;
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Seems like the first item used does NOT determine the color of the road after all.  I've been making soap roads lately, but when I started to run low, I tried mixing in lead.  Unfortunately this resulted in some roads being &amp;quot;metallic&amp;quot; and others being a &amp;quot;tallow soap road.&amp;quot;  Even when I tried to lay them as 1-7 soap-lead or 7-1 lead-soap (even 1-6-1 soap-lead-soap!) the results still seemed to randomly pick the material based off some of the ingredients. [[User:3lB33|3lB33]] 03:34, 27 August 2009 (UTC)&lt;br /&gt;
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== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Skill Used? ==&lt;br /&gt;
&lt;br /&gt;
What skill/job is used to make a road?  Could that be added to this page?  Thank you.  --[[User:Aristoi|Aristoi]] 22:23, 24 May 2009 (UTC)&lt;br /&gt;
*Roads need to be designed by someone with the [[Architecture]] labor, but the actual construction can be done by anybody. Generally, the construction will be done by the architect (because he's already right there), but if construction is suspended and resumed then somebody else will likely come along and finish it up. --[[User:Quietust|Quietust]] 18:56, 16 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Road Value ==&lt;br /&gt;
So I was slightly annoyed that there was no information about how the value of each road in calculated in the wiki, so i decided to test it out myself and thought it would be nice to share it with everyone else that might be interested. I found out the value of each road via the &amp;quot;The Incoming King&amp;quot;-screen as it shows the the value of all roads (didn't have any while testing). The value of a road seem to be the total value of the material used (eg four rocks at the value of 3 is 4*3=12) and is the same for all kinds of material while building roads. Stone, stone blocks, wooden logs, wooden blocks, metal bars, metal blocks, glass and glass blocks. I was testing this with a dwarf with building designer level att 0 (dabbling). After figuring out how regular value was calculated next was if higher skill level made a difference. As I was trying different combinations with high building designer levels it was clear that roads have a hidden quality level. Same as all objects created (got a rough stone road of 1x1 with 1 stone with value 3 to a value of 36. 1*3*12), 1x, 2x, 3x, 4x, 5x, 12x, and I'm fairly certain there won't be a artifact road. Was thinking to add the information to the wiki page soon enough and if I've overlooked something please let me know. ;O&lt;/div&gt;</summary>
		<author><name>Cosnoic</name></author>
	</entry>
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