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Editing v0.31:Bedroom design

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{{quality|Masterwork|02:13, 08 November 2010 (UTC)}}
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{{elven}}
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.
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There are many ways to design the layout of [[DF2010:bedroom|bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[DF2010:noise|noise]] should also be considered.
  
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds.  
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The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[DF2010:dormitory|dormitory]]. The smallest ''bedroom design'' possible is a corridor with with notched spaces for beds.  
  
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of "[[Room#Specific room quality grades|room qualities]]" are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced.  
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Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[DF2010:dwarven economy|dwarven economy]] kicks in, and a wide range of "[[DF2010:Room#Specific_room_quality_grades|room qualities]]" are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced.  
  
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].
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Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].
 
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An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.
 
An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.
 
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value, particularly if the beds are packed into a mined out vein of valuable metal or gemstones.
 
  
 
=== Communal dormitory ===
 
=== Communal dormitory ===
  
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)
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The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[DF2010:dormitory|dormitory]] from one of them (do not assign the bed to anyone), and, voila, instant flophouse.  On maps with no [[DF2010:tree|tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitor if no beds are available, which at least keeps them from sleeping in the wilderness.)
  
This setup only causes a single negative thought ("slept without a proper room recently"), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)
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This setup only causes a single negative thought ("slept without a proper room recently"), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[DF2010:food|food]], [[DF2010:alcohol|alcohol]], an expansive [[DF2010:dining room|dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[DF2010:noble|noble]]s their own rooms, however; they tend to get upset when their [[DF2010:Noble#Room_Requirements_Summary|requirements]] are not met.)
  
 
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}
 
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}
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=== Line design ===
 
=== Line design ===
 
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]
 
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]
Line designs have the advantage of being very space efficient and very adaptative. From 1&times;1 to 1&times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.
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Line designs have the advantage of being very space efficient and very adaptative. From 1&times;1 to 1&times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.
  
 
===Decentralized living===
 
===Decentralized living===
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[[image:Living.GIF|right]]
 
[[image:Living.GIF|right]]
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.
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In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.
  
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.
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There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues. This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.
  
 
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.
 
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.
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<br style="clear:both" />
 
=High density,single floor, quick housing=
 
 
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]
 
 
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. Additionally the rooms made this way can be used even after the economy activates since it is very easy to increase or decrease their value. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.
 
  
 
=High density, multi-level=
 
=High density, multi-level=
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This one is quite dense. There are six bedroom clusters. They can be built close to each other.
 
This one is quite dense. There are six bedroom clusters. They can be built close to each other.
  
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.
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There are 7 6-room clusters here. If 5 Z-Levels of this is built, that's 5*7*6=210, which is plenty for most any fortress.
  
 
=== Living Pods (Residential Flats) ===
 
=== Living Pods (Residential Flats) ===
 
    
 
    
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.
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This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full squar with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.
 
{{diagram|spaces=yes|\
 
{{diagram|spaces=yes|\
Upper/lower
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Upper/lower Apartment Level:    Lobby Level:
Apartment Level:    Lobby Level:
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+-----------+                   +-----------+..
+-----------+       +-----------+..
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¦..¦..¦..¦..¦                   ¦..¦..¦..¦..¦.. O
¦..¦..¦..¦..¦       ¦..¦..¦..¦..¦.. O
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¦.+-+.¦.+-+.¦                   ¦.+-+.¦.+-+.¦.. u
¦.+-+.¦.+-+.¦       ¦.+-+.¦.+-+.¦.. u
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¦-¦X¦-+-¦X¦-¦                   ¦-¦X+---+X+-+.. t
¦-¦X¦-+-¦X¦-¦       ¦-¦X+---+X+-+.. t
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¦.+-+.¦.+-+.¦                   ¦.++..O........ e
¦.+-+.¦.+-+.¦       ¦.++..O........ e
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¦..¦..¦..¦..¦                   ¦..¦........... r
¦..¦..¦..¦..¦       ¦..¦........... r
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¦--+--+--+--¦                   ¦--¦O...O+--+..
¦--+--+--+--¦       ¦--¦O...O+--+..
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¦..¦..¦..¦..¦                   ¦..¦.....¦..¦.. H
¦..¦..¦..¦..¦       ¦..¦.....¦..¦.. H
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¦.+-+.¦.+-+.¦                   ¦.++..O..++.¦.. a
¦.+-+.¦.+-+.¦       ¦.++..O..++.¦.. a
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¦-¦X¦-+-¦X¦-¦                   ¦-¦X+---+X¦-¦.. l
¦-¦X¦-+-¦X¦-¦       ¦-¦X+---+X¦-¦.. l
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¦.+-+.¦.+-+.¦                   ¦.+-+.¦.+-+.¦.. l
¦.+-+.¦.+-+.¦       ¦.+-+.¦.+-+.¦.. l
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¦..¦..¦..¦..¦                   ¦..¦..¦..¦..¦..
¦..¦..¦..¦..¦       ¦..¦..¦..¦..¦..
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+-----------+                   +-----------+..}}
+-----------+       +-----------+..}}
 
  
 
==== Pod variant ====
 
==== Pod variant ====
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:< = up stair
 
:< = up stair
 
:~ = flowing water, in waterfall and drain
 
:~ = flowing water, in waterfall and drain
:<nowiki>#</nowiki> = [[grate]] or floor [[bars]] over drain
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:<nowiki>#</nowiki> = [[DF2010:grate|grate]] or floor [[DF2010:bars|bars]] over drain
 
:¦ = solid block at base of waterfall
 
:¦ = solid block at base of waterfall
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)
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:O = [[DF2010:statue|statue]]s (though a [[DF2010:zoo|zoo]] or booze stockpiles could work as well)
  
 
Notes:
 
Notes:
 
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.
 
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].
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:2) A size 15 room is ample for any noble, with the possible exception of a [[DF2010:king|king/queen]].
  
 
:<nowiki>*</nowiki> The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.
 
:<nowiki>*</nowiki> The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.
  
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''
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''(Note - It's easy to [[DF2010:flood|flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''
  
 
=== Greek Cross design===
 
=== Greek Cross design===
 
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]
 
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]
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Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]
  
 
=== Shaft design ===
 
=== Shaft design ===
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[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]
 
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]
  
The Shaft design allows various options for entry direction and central "shaft" use. The central shaft may be altered to create dining rooms and offices for minor nobles, "deluxe" bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.
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The Shaft design allows various options for entry direction and central "shaft" use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, "deluxe" bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.
  
 
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.
 
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.
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=== Tileable shaft design ===
 
=== Tileable shaft design ===
  
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]
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The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]
 
 
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.
 
 
 
=== Modified Windmill Villas ===
 
 
 
This is the most efficient method I have seen, and it keeps the central stair case as well. 
 
  
(Calculations use 8 levels)
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The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the centralmost tile (marked red in the examples) to allow z-level stacking.
*Dwarves per level = 28
 
*Levels needed for 200 = 7.1
 
*Max distance (including Z) = 15
 
*Average distance = 10.2
 
*Average distance per level = 5.4
 
  
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]
 
  
 
=Repeating patterns & fractals=
 
=Repeating patterns & fractals=
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=== Fractal designs ===
 
=== Fractal designs ===
  
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.
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Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.
  
 
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]
 
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]
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More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].
 
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].
 +
  
 
===Fractal modified for 3d===
 
===Fractal modified for 3d===
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.
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This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.
  
 
[[File:Palin88_Bedroom_Design.png]]
 
[[File:Palin88_Bedroom_Design.png]]
  
===Placing furniture faster===
 
  
If you've chosen a vertically or horizontally repetitive design, you can use keyboard [[macros]] to quickly place all the furniture your dwarves need.
 
  
 
{{Buildings}}
 
{{Buildings}}
{{Category|Design}}
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[[Category:Design]]

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