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=== Meeting area ===
 
=== Meeting area ===
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
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[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their "migrant" status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.
  
 
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).
 
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).
 
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.
 
  
 
=== Office ===
 
=== Office ===
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=== Overlapping Rooms ===
 
=== Overlapping Rooms ===
[[File:overlapping_zones_preview.png]]{{clear}}
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When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to "Overlapping (Zone)" in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty.
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When you overlap room designations such that they share floor tiles, they receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty.  
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Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.
 
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.
  
 
=== Non-contiguous rooms ===
 
=== Non-contiguous rooms ===
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In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone
 
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone
  

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