⛏ Undermountain Dwarves

Design & Balance

The rates and systems that make the colony tick. Time is measured in discrete ticks — ten per second at normal speed — and every rate below is per-tick, so real-time behaviour is just "× 10 per second".

The clock

Setting Value Meaning
Ticks per second 10 at 1× one tick = 100 ms of game time
Speeds Pause · 1× · 2× · 4× single-player only; the public world runs at 1×
Day 1000 ticks (~100 s) a flavour clock (Spring → Summer → Autumn → Winter)

Needs (0–100, drain per tick)

Need Drain/tick Empties in Acts below Restored by
Thirst 0.025 ~6.7 min 35 drinking (−1 drink)
Hunger 0.015 ~11 min 30 eating (−1 food)
Rest 0.020 ~8.3 min 25 sleeping

Dwarves act on a need well before it hits zero. Only at a genuine zero does health erode — about 200 seconds from full to death, with clear on-screen warning the whole time (health bar + red glyph). When fed, watered, and rested, health heals back on its own.

Work durations (nothing is instant)

Job Ticks ≈ seconds @1×
Mine a wall 30 3 s
Chop a tree 25 2.5 s
Dig down-stairs 40 4 s
Channel 35 3.5 s
Build a wall 40 4 s
Build a workshop 120 12 s
Lay a farm plot 60 6 s
Craft a good 70 7 s
Move one tile 3 ~3.3 tiles/s (slower while hauling or exhausted)

Real completion time is always travel + work — a dwarf walks to the job site first (via pathfinding), then works.

The colony loop

Mine stone/ore and chop wood → haul to a stockpile → build workshops → a Smelter turns ore into metal bars; a Craftsdwarf turns bars, stone, or wood into crafts (wealth). Wealth draws migrants; farms keep everyone fed and watered.

System Details
Depth 10 z-levels: soil near the surface, rock below; deeper = better ore = more danger.
Ore bands coal/copper shallow · iron mid · silver deep-mid · gold deepest; gems richer with depth.
Magma pools the deepest levels — impassable and dangerous.
Farming a harvest every ~90 s untended; tending a plot is much faster. About three plots sustain a colony.
Workshops Mason (stone → blocks), Smelter (ore → bars), Craftsdwarf (bars/stone/wood → crafts), Carpenter (wood → beds).
Skills dwarves gain proficiency at jobs they repeat, working up to +80% faster at Legendary.
Wildlife harmless surface animals (deer, boar, rabbit, fox) wander and flee — atmosphere.

Starting out

An expedition of 7 dwarves arrives with 30 food and 30 drink. Because they only consume when a need crosses its threshold, a completely idle colony survives comfortably for several minutes; a couple of tended farm plots make it self-sufficient indefinitely.

Threats & cave-ins

Nothing hostile appears for the first several minutes. After that, creatures arrive on a paced schedule and grow stronger over time (giant rat → wolf → troll); dwarves defend themselves when cornered.

Cave-ins can strike only when you mine into a large unsupported space (most of the surrounding tiles already open). They're rare, riskier the deeper you are, and disabled during the forgiving early game — so small, careful tunnels are always safe. The lesson: leave pillars.

Prosperity

Wealth is the sum of your stored goods, buildings, and population — with deeper materials worth more (ore → bars → fine crafts). It draws more migrants and scales the threats you face: the intended risk and reward of digging deep.