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{{quality|Fine|23:51, 13 August 2010 (UTC)}}{{av}}
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{{av}}{{Quality|Unrated}}
  
 
== What is a room? ==
 
== What is a room? ==
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]; you have to select the [[bed]] and ''define'' a bedroom from it. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s; it is a zone extending out from a piece of [[furniture]] (in our example, the bed) that defines the room, created when the room is ''defined from'' that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.  
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The answer is not as obvious as it seems. A chamber with a {{L|bed}} in it is not yet a {{L|bedroom}}; you have to select the {{L|bed}} and ''define'' a bedroom from it. The functional room, as the game understands it, is not defined by {{L|wall}}s and {{L|door}}s; it is a zone extending out from a piece of {{L|furniture}} (in our example, the bed) that defines the room, created when the room is ''defined from'' that piece of furniture. Everything covered by that zone is considered part of the room, and will contribute to both the room's {{L|value}} and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.  
  
Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble]]'s requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.
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Rooms can also be assigned to specific {{L|dwarves}} (to satisfy a {{L|noble}}'s requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the {{L|economy}} starts, dwarves will have to pay rent for their bedrooms.
  
 
== Creating rooms ==
 
== Creating rooms ==
  
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a diamond, but will stop when it hits walls or external [[door]]s.
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To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a {{L|table}} or {{L|bed}}. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a diamond, but will stop when it hits walls or external {{L|door}}s.
  
 
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.
 
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to "internal" in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.
  
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.
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In general, you only need to define a room from ''one'' object in the room. For instance, a communal {{L|dining room}} is defined from one table -- just give the room a large enough radius to cover the whole space.
  
 
{{Buildings FAQ}}
 
{{Buildings FAQ}}
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== Types of rooms ==
 
== Types of rooms ==
 
=== Public rooms ===
 
=== Public rooms ===
* Archery Range, defined from an [[archery target]]. Used by the military.
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* Archery Range, defined from an {{L|archery target}}. Used by the military.
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]. ''Used by the [[military]] or by dwarves with no assigned [[bedroom]].''
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* {{L|Barracks}}, defined from a {{L|bed}}, {{L|weapon rack}}, or {{L|armor stand}}. ''Used by the {{L|military}} or by dwarves with no assigned {{L|bedroom}}.''
* [[Jail]], defined from a [[restraint]] or metal [[cage]]. Used for dwarven [[justice]].
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* {{L|Jail}}, defined from a {{L|restraint}} or metal {{L|cage}}. Used for dwarven {{L|justice}}.
* [[Meeting hall]], defined from a [[well]] or [[table]].
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* {{L|Meeting hall}}, defined from a {{L|well}} or {{L|table}}.
* [[Sculpture garden]], defined from a [[statue]]. ''(Acts as a meeting hall)''
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* {{L|Sculpture garden}}, defined from a {{L|statue}}. ''(Acts as a meeting hall)''
* [[Zoo]], defined from a [[cage]] or [[restraint]]. ''(Acts as a meeting hall)''
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* {{L|Zoo}}, defined from a {{L|cage}} or {{L|restraint}}. ''(Acts as a meeting hall)''
  
 
=== Private rooms ===
 
=== Private rooms ===
* [[Bedroom]], defined from a [[bed]].
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* {{L|Bedroom}}, defined from a {{L|bed}}.
* [[Dining room]], defined from a [[table]].
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* {{L|Dining room}}, defined from a {{L|table}}.
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]
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* {{L|Office|Study}}/{{L|Office}}/{{L|Office|Throne Room}}, defined from a {{L|chair}} or {{L|throne}}
 
:''(These are actually the same thing, even though the game refers to them with different names).''
 
:''(These are actually the same thing, even though the game refers to them with different names).''
* [[Tomb]], defined from a [[coffin]].
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* {{L|Tomb}}, defined from a {{L|coffin}}.
  
 
== Room quality ==
 
== Room quality ==
  
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, [[furniture|furnishings]] and other factors. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth]]ing and [[engrave|engraving]] the walls and the floor.
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Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size, {{L|furniture|furnishings}} and other factors. Higher-quality room grades will produce happy {{L|thought}}s in {{L|dwarves}} utilizing these rooms. If a room contains items made from materials a {{L|dwarf}} favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by {{L|smooth}}ing and {{L|engrave|engraving}} the walls and the floor.
  
Rooms can be viewed in the [[building list]] by hitting the {{k|r}} key.
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Rooms can be viewed in the {{L|building list}} by hitting the {{k|r}} key.
  
 
=== Influences on room quality ===
 
=== Influences on room quality ===
  
* [[Furniture]] adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any [[decoration]]s. Price adjustments by nobles do not affect this value. Note that [[statue]]s and [[window]]s affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it. [[Door]]s are also included in room value.
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* {{L|Furniture}} adds to the quality, by exactly the value of the furniture (exception are beds and doors), which itself depends on material {{L|Item value|value}} and object {{L|quality}}, plus the value of any {{L|decoration}}s. Price adjustments by nobles do not affect this value. Note that {{L|statue}}s and {{L|window}}s affect accessibility of space same way walls do; unthoughtfully placed they can reduce room value rather than increase it. {{L|Door}}s are also included in room value.
 
* Floor and wall tiles add to value. This is also affected by material and smoothing. See table below.
 
* Floor and wall tiles add to value. This is also affected by material and smoothing. See table below.
 
* Rooms enclosed in walls have more value than rooms of the same size in open space.
 
* Rooms enclosed in walls have more value than rooms of the same size in open space.
 
* Overlapping of rooms' space ''may'' negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
 
* Overlapping of rooms' space ''may'' negate effect of all value added by shared tiles and everything on them for either rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.
* Any material, stone type or furniture that an assigned dwarf has a [[preference]] for will increase the perceived value of a room for that dwarf - other dwarves will perceive the standard value.
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* Any material, stone type or furniture that an assigned dwarf has a {{L|preference}} for will increase the perceived value of a room for that dwarf - other dwarfs will perceive the standard value.
  
 
=== Factors ===
 
=== Factors ===
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| Light/dark stone || 2 || 14 || 2 || 18
 
| Light/dark stone || 2 || 14 || 2 || 18
 
|-
 
|-
| [[Obsidian]] || 3 || 21 || 3 || 27
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| {{L|Obsidian}} || 3 || 21 || 3 || 27
 
|}
 
|}
  
* Engraved stone has a base value of 10, multiplied by the value of the stone in question. This is further multiplied by the engraving's [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on).
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* Smoothed and engraved ordinary stone has a base value of 10. This is multiplied by {{L|quality}} (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on).
* Tiles whose base material matches the room owner's [[preference]]s have their values doubled, both for the tile itself ''and'' any engraving present.
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* Example: a 3x3 Room
 
* Example: a 3x3 Room
#####
+
  XXX
  #...#
+
  X...X
  #...#
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  X...X
  #...┼
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  X...┼
#####
+
  XXX
  
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor (including the one under the door) and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all plain stone.
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As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all plain stone.
  
 
==== Furniture ====
 
==== Furniture ====
All standard furniture ([[bed]]s, [[coffer]]s, [[weapon rack]]s, etc.) has a base [[value]] of 10. The base value is multiplied by the material value and the item's [[quality]]. For example, a *Marble Door* is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.  
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All standard furniture ({{L|bed}}s, {{L|coffer}}s, {{L|weapon rack}}s, etc.) has a base {{L|value}} of 10. The base value is multiplied by the material value and the item's {{L|quality}}. For example, a *Marble Door* is worth 10 (door) * 2 ({{L|marble}}) * 4 (*superior quality*) = 80☼.  A few pieces of high-quality furniture can increase a room's value quite a bit, and high-quality high-material-value furniture can add thousands to the value of the room.  
  
 
* Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.
 
* Windows act as walls and statues and block the value of tile that they are built on. You can use the high value of a high-quality clear glass window as a separator of rooms to make both rooms very valuable.
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==== Artifacts ====
 
==== Artifacts ====
If you are the lucky owner of [[artifact]] furniture (and its creator has decided to drop it), placing it in a noble's office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''grand'''.  In practice, artifacts frequently exceed 10,000☼ and can turn a single tile of rough stone into a '''royal''' room.
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If you are the lucky owner of {{L|artifact}} furniture (and its creator has decided to drop it), placing it in a noble's office or bedroom is the best thing you can do, as even a 'cheap' all-stone artifact will be worth at least 2400☼, boosting the room very close to '''grand'''.  In practice, artifacts frequently exceed 10,000☼ and can turn a single tile of rough stone into a '''royal''' room.
  
 
=== Specific room quality grades ===
 
=== Specific room quality grades ===
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The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs.  
 
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs.  
 
{| class="wikitable" cellspacing="1" border="1" cellpadding="10"
 
{| class="wikitable" cellspacing="1" border="1" cellpadding="10"
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent
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! {{L|Bedroom}} !! {{L|Dining room}} !! {{L|Office}} !! {{L|Tomb}} !! Rent
 
|-
 
|-
 
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99
 
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99
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| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999
 
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999
 
|-
 
|-
| Fine Quarters* || Fine Dining Room* || Splendid Office* || Fine Tomb* || 1,000 - 1,499
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| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1,000 - 1,499
 
|-
 
|-
 
| Great Bedroom || Great Dining Room || Throne Room || Mausoleum || 1,500 - 2,499
 
| Great Bedroom || Great Dining Room || Throne Room || Mausoleum || 1,500 - 2,499
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| Grand Bedroom || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2,500 - 9,999
 
| Grand Bedroom || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2,500 - 9,999
 
|-
 
|-
| Royal Bedroom || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10,000+
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| Royal* Bedroom || Royal* Dining Room || Royal* Throne Room || Royal* Mausoleum || 10,000+
 
|}
 
|}
:''(* enough to give "legendary" thoughts to to any non-noble dwarf)''
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:''(* aka "Legendary")''
  
 
Examples:
 
Examples:
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* Quarters:
 
* Quarters:
 
** A 3x2, smooth walls, two or more excellent pieces of furniture.  
 
** A 3x2, smooth walls, two or more excellent pieces of furniture.  
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an ≡exceptional≡ door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).
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** A 3x3 room single detailed everywhere (with no {{L|ore}} or {{L|gem}}s in the walls) with an ≡exceptional≡ door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).
 
* Decent Quarters:
 
* Decent Quarters:
 
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
 
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a ☼masterpiece☼ door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).
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=== Saving on nobles' rooms ===
 
=== Saving on nobles' rooms ===
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the [[king]] shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.  
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You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms, particularly if you can add to the room's value with artifacts. If the {{L|king}} shows up, you must furnish this room to four times the "Royal" quality for it to count as Royal or just build a separate room for him.  
  
This is a risky strategy as nobles get upset that their rooms are not '''better''' than those of lesser nobles (and non-noble citizens). One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, levers, or other objects within that area, not covered by the other nobles' "rooms" (as designated).
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This is a risky strategy as nobles get upset that their rooms are not '''better''' than those of lesser nobles. One solution is to designate the rooms of higher-ranked nobles as covering slightly different space, and adding high-value statues, levers, or other objects within that area, not covered by the other nobles' "rooms" (as designated).
  
 
== Non-designated rooms ==
 
== Non-designated rooms ==
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=== Storage rooms ===
 
=== Storage rooms ===
A '''storage room''' is a space set aside solely to hold items that are not being used (usually with a [[stockpile]]). Often this means [[trade good]]s waiting to be sold to a caravan, unused furniture, or obscure materials saved for [[strange mood]]s. Careful and timely placement of storage rooms can help to minimize [[clutter]] in your workshops, since newly made items will be stored instead of accumulating where they were created.
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A '''storage room''' is a space set aside solely to hold items that are not being used (usually with a {{L|stockpile}}). Often this means {{L|trade good}}s waiting to be sold to a caravan, unused furniture, or obscure materials saved for {{L|strange mood}}s. Careful and timely placement of storage rooms can help to minimize {{L|clutter}} in your workshops, since newly made items will be stored instead of accumulating where they were created.
  
 
=== Vaults ===
 
=== Vaults ===
A '''vault''' is a more secure version of a storage room (possibly using a [[stockpile]] of [[gem]]s and [[artifact]]s). To keep thieves out, the [[door]] or [[bridge]] at a vault entrance may be linked to a [[lever]]. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal [[Restrain#Restraints|restrain]]ed in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but [[thief|thieves]] do not trigger mechanics' [[trap]]s or [[pressure plate]]s, so this is purely for aesthetic purposes.
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A '''vault''' is a more secure version of a storage room (possibly using a {{L|stockpile}} of {{L|gem}}s and {{L|artifact}}s). To keep thieves out, the {{L|door}} or {{L|bridge}} at a vault entrance may be linked to a {{L|lever}}. However, it is rare for a thief to reach a vault without bumping into a dwarf or animal; a watch-animal {{L|Restrain#Restraints|restrain}}ed in a narrow hall is effective at spotting thieves. Vaults may be booby-trapped, but {{L|thief|thieves}} do not trigger mechanics' {{L|trap}}s or {{L|pressure plate}}s, so this is purely for aesthetic purposes.
  
 
=== Hospitals ===
 
=== Hospitals ===
A '''hospital''' contains constructed, unassigned [[bed]]s and has convenient access to sources of [[food]] and [[water]]. When a dwarf is injured, the hospital provides a place in which to [[heal]] (but note that an injured dwarf may claim any unassigned bed, not just one in a hospital).
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A '''hospital''' contains constructed, unassigned {{L|bed}}s and has convenient access to sources of {{L|food}} and {{L|water}}. When a dwarf is injured, the hospital provides a place in which to {{L|heal}} (but note that an injured dwarf may claim any unassigned bed, not just one in a hospital).
  
 
{{Category|Rooms}}
 
{{Category|Rooms}}

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