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  • MirrorMadness [he/him]
    ·
    4 years ago

    Yes, it does, though it isn't immedate. Get the Lazy Noob pack - comes with a bunch of tilesets as well Dwarf Therapist, which is an indispensable tool for tracking/reassigning duties. You start to get a feel for the sort of problems your fort can have and strategies to deal with it, and the more you play the more some of your design becomes standardized - housing, workshops, etc. That said, I spend about 15-30 minutes at the beginning of the game planning my entrance, moat, towers, interior defenses and interior waterways.

    While I also really like Rimworld, it doesn't scratch the same itch for me. Rimworld is wayyy more user friendly and great for emergent storytelling, but I don't feel like there's nearly as much room for creativity in fortress design. In DF, I can literally pump magma to the surface to melt enemies. Nothing really like that in Rimworld.

      • MirrorMadness [he/him]
        ·
        4 years ago

        This entire article is great, but here: http://dwarffortresswiki.org/index.php/DF2014:Trap_design#Magma_and_fire_traps

        "Consider a hallway filled with lignite floor grates, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider restricting access to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid."