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Treasury
Cost: 200/tile
Attracts: N/A
Minimum functional size: 1x1
Since your dungeon heart can only hold 16,000 gold pieces, you'll need some other place to store you pilfered and mined loot. Since you can make a treasury any shape or size, you'll find it useful to simply turn the corridor right behind some mining imps into a treasury (it sure speeds up the deposit time). If you do this, make sure that you have a centrally located treasury as well for your creatures to come and pick up their bucks when it's payday.
Training Room
Cost: 500/tile
Attracts: Goblin
Minimum functional size: 3x3
A training room is a must for offensive-minded creatures. It not only attracts goblins, it also lets other creatures advance up to combat level four. Try to make your training room at least 5x5 if you can swing it and pay heed when the voice tells you it is too small. The number in the little flower above a creature's head is its current level. The clock display on the flower tells you how close your creatures are to reaching their next level (once you pull them out of the training room, they'll lose all that experience and drop back to their current level). While creatures will eventually wander into the training room (especially fighters), it's to your advantage to grab them and toss them in there - that way, they'll know what they're supposed to be working on.
Library

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Cost: 600/tile
Attracts: Warlock
Minimum functional size: 3x3
The library is the place where your spells are born, so it makes sense that you want to optimize this room's output as quickly as possible. Warlocks are attracted to the library and are your primary spell researchers. If you can manage it in the later levels of the campaign game, try to capture and convert some wizards and drop them in your library - they are far better researchers than your warlocks. It goes without saying that you should make your library as large as possible. You should also try to keep it as square as possible, since you want to maximize the number of research stands available to your warlocks.
Next: Combat pit, workshop, and guard room
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