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Editing 23a:Road

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{{av}}{{Quality|Exceptional}}
 
{{av}}{{Quality|Exceptional}}
'''Roads''' are the means by which [[human]] [[trade|caravans]] arrive at your [[trade depot]] with their [[wagon]]s full of tradeable goods. If you do not have a road built for them when they arrive in the summer, they will send a few mules, but the wagons carry the bulk of their goods.
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'''Roads''' are the means by which {{L|human}} {{L|trade|caravans}} arrive at your {{L|trade depot}} with their {{L|wagon}}s full of tradeable goods. If you do not have a road built for them when they arrive in the summer, they will send a few mules, but the wagons carry the bulk of their goods.
  
 
==Building the road==
 
==Building the road==
  
For wagons to use the road, it must be at least three tiles wide and stretch without interruption from your trade depot to the western edge of the map. The road must be built in segments, as the maximum length of any road segment is 10 squares. Any trees in the path of the road must be [[wood cutter|cut down]], and any exposed stone must be [[engraver|smoothed]]. If your trade depot is housed within your fortress, you must also smooth the floor from the front of the fortress to where the trade depot is located.
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For wagons to use the road, it must be at least three tiles wide and stretch without interruption from your trade depot to the western edge of the map. The road must be built in segments, as the maximum length of any road segment is 10 squares. Any trees in the path of the road must be {{L|wood cutter|cut down}}, and any exposed stone must be {{L|engraver|smoothed}}. If your trade depot is housed within your fortress, you must also smooth the floor from the front of the fortress to where the trade depot is located.
  
You must also construct one or more [[bridge]]s to bring the road across the outside [[river]]. Bridges and roads can be used interchangeably; technically, you could build your road completely out of bridges instead. On certain maps, a large number of exposed stones will prohibit road construction; in these areas, you can use bridges instead of roads.
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You must also construct one or more {{L|bridge}}s to bring the road across the outside {{L|river}}. Bridges and roads can be used interchangeably; technically, you could build your road completely out of bridges instead. On certain maps, a large number of exposed stones will prohibit road construction; in these areas, you can use bridges instead of roads.
  
Roads can be constructed from dirt, uncut [[stone]], [[block]]s (made from stone, glass, or metal), [[wood|wooden logs]] or [[metal]] [[bar]]s. Uncut stone will fulfill the requirements for human caravans and result in a "rough stone road" that will remain from season to season. Blocks will result in a "smooth [material] road".
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Roads can be constructed from dirt, uncut {{L|stone}}, {{L|block}}s (made from stone, glass, or metal), {{L|wood|wooden logs}} or {{L|metal}} {{L|bar}}s. Uncut stone will fulfill the requirements for human caravans and result in a "rough stone road" that will remain from season to season. Blocks will result in a "smooth [material] road".
  
 
''Dirt roads are very quick to construct'' and require neither materials nor any skill on the part of the builder, but will disappear each spring and have to be built again. Dirt roads may be the easiest way to get a road built for the first few years, and can gradually be replaced with stone.
 
''Dirt roads are very quick to construct'' and require neither materials nor any skill on the part of the builder, but will disappear each spring and have to be built again. Dirt roads may be the easiest way to get a road built for the first few years, and can gradually be replaced with stone.
  
Non-dirt roads must be designed by an [[building designer|architect]] (who will haul all the materials to the road site), but once designed, can be built by any dwarf (including the architect). To speed road construction, you should select only materials near the construction site (instead of rocks from deep within your fortress). This can be difficult if using rough stone, as you cannot see which stone is which when selecting materials for your road, but using blocks can make this significantly simpler.
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Non-dirt roads must be designed by an {{L|building designer|architect}} (who will haul all the materials to the road site), but once designed, can be built by any dwarf (including the architect). To speed road construction, you should select only materials near the construction site (instead of rocks from deep within your fortress). This can be difficult if using rough stone, as you cannot see which stone is which when selecting materials for your road, but using blocks can make this significantly simpler.
  
 
===Finished?===
 
===Finished?===
  
You will know the road is ready to receive wagons when you see a 3-wide area of scattered grey +'s extending off the western edge of the map. If there are fewer, this means that the road does connect to the trade depot, but there's still some problem that will keep the wagons from coming. Look very closely: somewhere, there's a tile of unsmoothed rock, a hole in the road, a placed statue blocking the way. A common problem with indoor depots are dirt tiles left behind after cutting down [[tower-cap]]s. Such tiles, when inspected closely, will report only as "mud/dirt" with no word about any solid rock below. They can not be smoothed - the only way to make them passable to wagons is to build bridges.
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You will know the road is ready to receive wagons when you see a 3-wide area of scattered grey +'s extending off the western edge of the map. If there are fewer, this means that the road does connect to the trade depot, but there's still some problem that will keep the wagons from coming. Look very closely: somewhere, there's a tile of unsmoothed rock, a hole in the road, a placed statue blocking the way. A common problem with indoor depots are dirt tiles left behind after cutting down {{L|tower-cap}}s. Such tiles, when inspected closely, will report only as "mud/dirt" with no word about any solid rock below. They can not be smoothed - the only way to make them passable to wagons is to build bridges.
  
 
As soon as the last issue is ironed out, the phantom road leading off the map will expand to a width of three tiles.
 
As soon as the last issue is ironed out, the phantom road leading off the map will expand to a width of three tiles.
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===Custom stockpiles===
 
===Custom stockpiles===
  
You can use custom stockpiles instead or in addition to the above strategy. Create several small custom stone [[stockpile]]s along the length of the planned road site – real road construction crews don't return to the quarry for each bag of cement; they have the delivery trucks bring the materials to them for easy access. The key to this strategy is knowing that haulers will be tasked to move the most ''recently'' mined or created materials to the closest stockpile. You could also create a single mining stockpile at the base of the cliff face, then use the "{{K|t}}ake from a pile" command to have haulers transfer those new stones to your specific stockpiles. Make sure you stop mining for a while so you know that the most recently mined stones are sitting at your custom stockpiles, and that you're not picking the newer mined stones from deep within your fortress.
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You can use custom stockpiles instead or in addition to the above strategy. Create several small custom stone {{L|stockpile}}s along the length of the planned road site – real road construction crews don't return to the quarry for each bag of cement; they have the delivery trucks bring the materials to them for easy access. The key to this strategy is knowing that haulers will be tasked to move the most ''recently'' mined or created materials to the closest stockpile. You could also create a single mining stockpile at the base of the cliff face, then use the "{{K|t}}ake from a pile" command to have haulers transfer those new stones to your specific stockpiles. Make sure you stop mining for a while so you know that the most recently mined stones are sitting at your custom stockpiles, and that you're not picking the newer mined stones from deep within your fortress.
  
 
===Rock blocks===
 
===Rock blocks===
  
Some find it easier to build roads from stone blocks by setting up a [[mason's workshop]] outside. The advantage to this is that block creation jobs will use the stone that is nearest rather than most recently mined. In addition, you can control the quantity of blocks available to be specified in road {{K|b}}uilding as well as the location of the block creation without interrupting your mining operations. Again, you can create several small custom stone block stockpiles along the length of the planned road site. Once the stockpiles are almost filled with all the blocks you'll need, make sure you stop making blocks for a while so you know that the most recently made blocks are sitting at your custom stockpiles.
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Some find it easier to build roads from stone blocks by setting up a {{L|mason's workshop}} outside. The advantage to this is that block creation jobs will use the stone that is nearest rather than most recently mined. In addition, you can control the quantity of blocks available to be specified in road {{K|b}}uilding as well as the location of the block creation without interrupting your mining operations. Again, you can create several small custom stone block stockpiles along the length of the planned road site. Once the stockpiles are almost filled with all the blocks you'll need, make sure you stop making blocks for a while so you know that the most recently made blocks are sitting at your custom stockpiles.
  
 
These supply chain process improvements can apply to more than just road-building. If you apply them to other areas of your fortress, you may find great improvement in its overall efficiency.
 
These supply chain process improvements can apply to more than just road-building. If you apply them to other areas of your fortress, you may find great improvement in its overall efficiency.
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To avoid this problem, you can either try to increase the size of the square so all tiles will be connected to each other, or you can build smaller sections to cover missing spots on your road. As long as the smooth tiles and the road sections are contiguous, it will make no other difference other than having more jobs sheduled for road building.
 
To avoid this problem, you can either try to increase the size of the square so all tiles will be connected to each other, or you can build smaller sections to cover missing spots on your road. As long as the smooth tiles and the road sections are contiguous, it will make no other difference other than having more jobs sheduled for road building.
  
Alternatively, you can build [[bridge]]s instead of roads. Bridges permit the passage of wagons just as well as roads and use the same amount of building materials, and they can be built on top of patches of stone without being obstructed.
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Alternatively, you can build {{L|bridge}}s instead of roads. Bridges permit the passage of wagons just as well as roads and use the same amount of building materials, and they can be built on top of patches of stone without being obstructed.

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