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Several rooms have pseudo widgets: hatches in [[Hatchery]], tables in [[Guard Room]] and different walled pseudo widgets in every room except bridges. Those rooms as well as [[Lair]], [[Treasury]] and bridges are functional regardless of their shape.
 
Several rooms have pseudo widgets: hatches in [[Hatchery]], tables in [[Guard Room]] and different walled pseudo widgets in every room except bridges. Those rooms as well as [[Lair]], [[Treasury]] and bridges are functional regardless of their shape.
 
===Room efficiency===
 
===Room efficiency===
Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described above). A room's efficiency determines the number of things that it can hold: amount of gold per treasure room tile, creature slots in the lair, items in the workshop etc. Efficiency rewards a tidy dungeon design, as square and rectangle rooms are more efficient than irregular shapes. A strip less than 3 tiles in width is very inefficient. Large rooms can tollerate more irregularity without reducing efficiency, so keepers can be more creative with layout. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget).
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Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described above). A room's efficiency determines the number of things that it can hold: amount of gold per treasure room tile, creature slots in the lair, items in the workshop etc. Efficiency rewards a tidy dungeon design, as square and rectangle rooms are more efficient than irregular shapes. A strip less than 3 tiles in width is very inefficient. Large rooms can tolerate more irregularity without reducing efficiency, so keepers can be more creative with layout. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget).
   
 
A room surrounded by reenforced walls and doors is much more efficient than a room that is "standing free".
 
A room surrounded by reenforced walls and doors is much more efficient than a room that is "standing free".

Revision as of 00:01, 29 August 2015

File:Rooms1.jpg

A view of some Rooms in Dungeon Keeper 2

Rooms are the basis for successful dungeon management as they attract creatures and serve some special purposes.

Dungeon Keeper

Pre-existing rooms

Buildable rooms

Dungeon Keeper 2

Pre-existing rooms

  • Dungeon Heart - the main room of Your dungeon. Once destroyed puts You to rest.
  • Hero Gate - the great gate heroes from the surface get to the dungeon through. While You can't create one You can destroy one claiming all the 12 tiles of the surrounding terrain.
  • Mercenary Portal - the portal hero mercenaries come from. Used only in skirmish and network games.
  • Portal - the room the attracted creatures come and leave through.

Buildable rooms

  • Lair - the place to rest for creatures.
  • Hatchery - the source of food for creatures.
  • Library - here comes all the spell research; spellbooks and artefacts stored here too.
  • Training Room - place to train creatures up to level 4.
  • Treasury - gold storage.
  • Workshop - the workers manufacture traps and doors here.
  • Casino - the gambling place used either for getting the creatures happy or for taking back their earnings.
  • Guard Room - the room where the creatures watch the area for upcoming enemies.
  • Wooden Bridge - the mean of connecting Your territories across the water. Can be built upon the lava but ends up burning out; useful to claim disconnected territories, to speed up water traversal and to collect bodies.
  • Prison - keeps captives.
  • Torture Chamber - either forces captives to share some map information or turns them into keepers servants.
  • Stone Bridge - the lava-proof bridge.
  • Graveyard - corpse storage and vampire generator.
  • Combat Pit - place to make creatures fight each other gaining the level up to 8.
  • Unholy Temple - the most direct contact to gods.

Rooms usability

Some rooms are only useful when contain widgets. Typically those widgets are placed in the inner part of the room spaced with one tile from the border (E.g. the 5x4 room will have 12 widgets occupying the inner 4x3 area of the room). Such widgets re found in Library (shelves), Training Room (dummies), Workshop (utilities), Casino (gambling utilities), Prison (the fenced area), Torture Chamber (torture utilities), Graveyard (graves), Combat Pit (pit) and Unholy Temple (liquid).

Some rooms may also contain additional walled widgets. Those are placed on walls and stone between two unused wall spaces in line (E.g. the 7 narrow tiles of wall would contain up to 3 widgets). Such rooms are Library, Training Room, Workshop, Casino and Torture Chamber.

The Unholy Temple and Graveyard both have additional nested widgets that are placed by the same rules inside the primary widgets of the room (one per room) (E.g. in 5x5 temple the liquid will cover central 3x3 area with hand appearing in the center of it).

Several rooms have pseudo widgets: hatches in Hatchery, tables in Guard Room and different walled pseudo widgets in every room except bridges. Those rooms as well as Lair, Treasury and bridges are functional regardless of their shape.

Room efficiency

Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described above). A room's efficiency determines the number of things that it can hold: amount of gold per treasure room tile, creature slots in the lair, items in the workshop etc. Efficiency rewards a tidy dungeon design, as square and rectangle rooms are more efficient than irregular shapes. A strip less than 3 tiles in width is very inefficient. Large rooms can tolerate more irregularity without reducing efficiency, so keepers can be more creative with layout. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget).

A room surrounded by reenforced walls and doors is much more efficient than a room that is "standing free".

A 5x5 room surrounded by walls with only a few openings for enterences will have 90% efficiency, which is standard. If each enterence has a door, the efficiency will reach 100%. Thus a keeper will require a workshop to increase efficiency to maximum.

Low efficiency rooms can still be practical. If the space near a gem site is not conductive to good room layout, an ineffecient treasure room will still help your imps.