Few ideas i thought up
, whenever i run into a problem or annoyance while playing it always gets me thinking. Most of the stuff is funny (diseased cow/deer catapult ammo) other stuff is just way too complicated for now but awesome (army level formations ala rome total war) and even less of it is applicable now. But this is one of them.
Right now, all workshops are simple 3X3 constructions. You pick up a boulder, drag it to where you want and DING, workshop!
Well that seems a bit too easy.
So instead of:
Stone --> a bit of fiddling = masons workshop
The formula would go:
Dwarves clear area -> build foundation -> gather components and tools -> worker assembles components and workshop is done.
1. Area cleared smoothed/paved/propped up with stilts.
The reason for this is pretty obvious, a stable and safe foundation is required for any kind of work. When you need an area cleared any dwarf can help. If the item removed has a stockpile then they will take priority over other jobs, otherwise the objects will be dumped in the nearest empty space.
If the workshop is built outdoors you need to prop it up onto something stable. Inside the cave on stone floor you simply need to smooth the floor. If it is in an area that regularly gets flooded, such as a mill beside the river then you will need to put it on a raised platform.
The materials usable for this are stone, wood, metal and maybe glass but it might be too fragile.
2. Workshop tools gathered or produced.
For most workshops all that is needed is a work surface and a couple tools. Some just need the tools.
The very first shop you will make is the masons shop. A mason needs nothing but a patch of empty space, a hammer and a chisel. A chair and table would make him happier but for now those are not needed.
From there you build the other workshops. A simple block of stone works for a table, an actual table works better but takes longer to build. As you create more workshops and work your way up the "tree" you should constantly upgrade the workshops with the best components you can produce.
Not all workshops can be made of crude components. A loom for example needs to be made by a carpenter before use.
The tools used at the workshop vary. A mason needs only a hammer and chisels. A carpenter needs a hammer, nails, a saw and various other components.
The main tools are seperate items and have a quality. THis includes hammers and hatchets, picks and woodcutting axes. Everything else is simply lumped into a bag of "masons tools" or "carpenters tools" these cover all the periferal knick knacks like chisels, files, drills and what have you. The whole bag of tools works for any job performed by that class and has 1 single quality. Craftdwarfs tools work for glassblowing, weaving and all the others for example.
Dwarves bring tools with them, unless they are used in combat they will never break so you probably wont need to replace them. Later on you will want to get your smiths to craft better tools. They are also a valuable trade good.
Note that when you start a new fortress, you bring along a full set of tools for ALL professions. If your party includes craftsmen they will also bring a set leaving you with extras, so dont panic.
If a dwarf is assigned to one specific workshop, he will leave his bag of tools there and only carry around his main tool. This lets him carry less, the tool can be used in combat but might break, combat is covered in another post that i havent finished writing yet.
Assembly:
Once you have everything ready to go, a worker of the proper job class shows up and puts all the components together.
When he is done, you have a functioning workshop. All of the above seems like a lot of work but now the fun starts!
Expansion:
With this system the workshop is modular. All the components and tools can be upgraded as needed by a built in menu. Better quality tools affect the products made and the mood of the dwarf using them. Later on, you will need a high enough tool quality in order to make other items of a certain quality.
All workshops count as seperate rooms in terms of value, if you smoothe or engrave the walls or floor it will add to the value of the room. When the nobles roll around they might demand that you create a workshop that is fancy enough to meet thier tastes, much like how they require personal rooms of a certain quality.
If you need to move the workshop it is not dissasembled. Instead it is packed up into a pile. Depending on how you made the foundation, the new area is prepared or the existing foundation is also packed up and moved to the new site. Once that is done all the components of the workshop are hauled over and work begins again. This is MUCH faster then the method we have now.
3X3 is needed for one single workstation. Instead of building custom stockpiles and seperate workshops, you can add onto the existing workshop and expand it.
You can do this twice. The workshop starts as a 3X3 space.
###
###
###
The first expansion turns it into a 5X5 space. The actual workstation can be moved around inside the boundary.
#####
#####
#####
#####
#####
What this gives you is 16 empty spaces inside the workshop.
If left empty the worker can use these spaces to store items. With the added room it is much harder for a workshop to become cluttered. If the item produced fits into a bin or barrel, you can place one inside the workshop. What happens is the worker automatically puts the finished item into the container instead of leaving it sitting on the workstation. When the bin is full it is flagged for hauling so its better to have multiple containers on-site to keep production smooth.
Oh a small side note, for this to work you would need to be able to set stockpiles to only accept full containers. Even better put in the ability to reserve space within the stockpile for full containers. Far as i know this would not be hard to program.
You can use these empty spaces in multiple ways. Say this was a forge and you wanted metal production to be quick and efficient.
You designate 8 of those empty workshop squares to hold ore and fuel, this functions just like an ore stockpile that takes from all existing ore stockpiles, bins can be added if you wish. Now the furnace operator has everything he needs within hands reach.
The advantage over custom stockpiles is that these are permanent and saved into the workshop configuration. If you pack up the workshop and move it, these stockpiles go too.
They are also more customizable, a regular stockpile could be set to store both silver and copper for example, but you cannot control the amount of each without making seperate piles, just the overall maximum. With a workshop stockpile you could set it so that it stores 4 pieces of ore of every type. As soon as the furnace operator grabs one piece of ore, a hauler will be told to restock the box, this helps keep the production uninterrupted.
As well as stock piles you can also put in other furniture. As mentioned before, somewhere to sit will make the worker happy. You could also add a table to go with the chair and a pantry.
The pantry which i invented just now is a small cabinet that holds up to 5 items of prepared food and 5 of drink. Ordinarily stockpiles with barrels work as well but a pantry only takes up one square of precious workshop space and can be set to only stock specific foods. A worker with his favorite snacks at hand is a happy one! and having booze close at hand is never a bad thing. Dwarves not actively working will head for the dining hall instead
Increased efficiency is not the only things you can do, there is still one expansion left. Instead of making it a solid 7x7 square which is structurally unsound. The expanded workshops instead takes the form of a 7x7 square notched on all corners.
X#####
#######
#######
#######
#######
#######
X#####
This really becomes interesting now, because with the expanded workshop you can fit up to 4 seperate work stations into the space available. 4 might be a bit much though. Anyway, with all the work centralized efficiency goes through the roof. Each workstation can be assigned to a seperate dwarf, orders can be given to a specific station, or to the entire workshop as a whole.
This also opens up the possibility of large scale projects that can only be accomplished by multiple workers under the same roof. Perhaps big siege engines or very complex mechanisms.
Speaking of siege engines, a single siege workshop workstation spans 5x5 tiles isntead of 3X3. When it gets expanded it gets a bit thicker and much longer like so:
#####
#####
#####
#####
#####
to
X#####X#####
#############
#############
#############
#############
#############
X#####X#####
and again after that so that it spans 7X19 with notches to prevent collapse, this might seem overly large but again, this allows for multiple stations and catapult components are VERY big. You might want to have a single station in a fully expanded room simply to prevent it from getting cluttered super fast. Note that this room can be oriented vertically as well.
Oh and one thing i forgot to mention. Each type of workshop/furnace has a different floorplan, furnaces for example have one impassable square at the top, the furnace itself. When you are building workstations you can rotate them so that they are oriented however you wish.
Sound fun?
This of course means a lot of extra effort, but it would be helpful in the extreme.
*edit: room layouts werent holding the proper shape, how do you guys do that? -_-
[ May 17, 2007: Message edited by: Tamren ]
[ May 17, 2007: Message edited by: Tamren ]
[ May 17, 2007: Message edited by: Tamren ]