Trolls hard at work in the Workshop
|Appears in||Dungeon Keeper, Dungeon Keeper 2|
|Attracts||Troll - 1 tile (DK1)|
Troll, Bile Demon - 3x3 tiles (DK2)
|Health per Tile||900 (DK1)|
|Turns to Research||9000 (DK1)|
|Zoom-to Key||W (DK1)|
This is the room where your minions produce traps and doors to protect your dungeon. If your Workshop is at sufficiently sized, it will attract trolls.
The amount of traps and doors ready to be deployed depends directly on size of the Workshop.
Imps can't work in a workshop.
Dungeon Keeper Edit
Items are produced automatically by the workers to be deployed at any time. The Keeper cannot decide what to produce, but it is not random. The workers attempt to maintain an even distribution of all items as they accumulate in the shop, with precedence descending in this order:
For instance if there are 1x Magic Doors, 2x Boulder Traps, and 3x of everything else currently sitting in the shops, the workers will build Magic - Boulder - Magic - Wooden. If a keeper wishes to install the best doors in his dungeon, he should refrain from placing the weaker ones when they become available. By allowing them to accumulate in the Workshop, his workers will focus on the items that are being deployed as soon as they're built.
Most creatures can be forced into Workshop labour, but the most effective workers are Trolls. The Bile Demon, Orc, and Mountain Dwarf also possess artifice to work efficiently in this room. And once they have learned Speed, the Mistress, Samurai, and Archer are fairly skilled manufacturers as well.
Being arrogant, academic types, the Warlock, Vampire, and Wizard get somewhat annoyed at even being dropped into this room and will absolutely refuse to work there.
- Primary Job
- Secondary Job
- Refuses to do Job
If the keeper wants to have enough traps and doors available, he should have a large enough workshop and manage the workers carefully, balancing the time they spend working and the time they spend training (where they become more effective in the shop).
Both workers and completed, undeployed items take up space. The bigger the workshop, the better it is at holding these items and still have room for lots of workers to create the more expensive projects.
Unlike Dungeon Keeper 2, traps and doors do not cost gold to produce and may be sold to generate revenue. However it is a tedious and small source of funds. The Boulder Trap is the most profitable item for the amount of time required. The so-called "Workshop Economy" is a strategy using the Workshop's products to painstakingly fund your minions' training, when gold is extremely scarce or dangerous to reach.
To avoid the problem, it is advisable to place all traps of a given type, at once, and halt all production temporarily while the Imps carry the crates out.
Dungeon Keeper 2 Edit
Keeping in mind that items are produced just on demand, the Keeper should carefully think about possible placement of traps, specially when not having many workers available.
The items are stored on inventory untill some imp will carry them to the deployment place. Since this place is known before the item manufactured, the keeper generally doesn't have to deal with full inventory, so the workshop of the size 5x4 tiles should do.
The working places in a Workshop correspond to the amount of utilities that are placed both on the floor and on the walls. The on-floor utilities generally occupy from half to a third part of tiles exluding ones on the borders of the room. Generally a walled room of 4x5 tiles should be enough.
| ||Barracks / Bridge / Dungeon Heart / Graveyard / Guard Post / Hatchery / Lair / Library / Portal / Prison / Scavenger Room / Temple / Torture Chamber / Training Room / Treasure Room / Workshop|
| ||Casino / Combat Pit / Dungeon Heart / Graveyard / Guard Room / Hatchery / Hero Gate / Lair / Library / Mercenary Portal / Portal / Prison / Stone Bridge / Torture Chamber / Training Room / Treasury / Unholy Temple / Wooden Bridge / Workshop|