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		<title>v0.31:Defense guide</title>
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		<summary type="html">&lt;p&gt;Shoez: /* Levers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&amp;lt;!-- THIS ARTICLE IS GENERAL THEORY, &amp;quot;THINGS TO CONSIDER&amp;quot;. &lt;br /&gt;
THERE IS NOT ROOM FOR DETAILS OR SPECIFIC SUGGESTIONS.&lt;br /&gt;
Specifics should be put into related articles.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of {{l|creature}}s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility.  Fortress layout, military organization and training, traps and more, all contribute to the overall &amp;quot;defense&amp;quot; and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.&lt;br /&gt;
&lt;br /&gt;
There are three important things to consider when planning the defenses for your fortress.  First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, there is game style - you want the game to be &amp;quot;fun&amp;quot; for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well.&lt;br /&gt;
&lt;br /&gt;
'''Note''' - There is not room in this article to expand adequately on every sub-topic - ''please'' see specific articles for a ''complete'' discussion as desired.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General guidelines==&lt;br /&gt;
&lt;br /&gt;
While admitting that &amp;quot;Rules are made to be broken&amp;quot;, there are some general recommendations that have a proven value in defending a fortress:&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface.  But each point of entry should be hardened against attack.  Don't make more entrances than really necessary.  If there is a useless or redundant opening, seal it off, one way or another.  (Some creatures can destroy doors and drawbridges if they can reach them.)&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' Think redundancy - one wall may not be enough.  With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside is essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their {{l|cage}}s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.&lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being {{l|siege|siege}}d by scores of {{l|goblin}} archers, door-breaking {{l|troll}}s, invisible {{l|kobold}} master thieves, dive-bombing {{l|giant eagle}}s, flame-breathing {{l|fire imp}}s, angry {{l|elephants}}, and a {{l|bronze colossus}} - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarfs, they will, just believe it) you will have a buffer of defense to fall back on.&lt;br /&gt;
&lt;br /&gt;
==Threats==&lt;br /&gt;
Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.&lt;br /&gt;
&lt;br /&gt;
:*'''Wild animals'''&lt;br /&gt;
::Creatures vary in threat and habits.  Some {{l|animal}}s are quite dangerous, but most are easily excluded by the humble {{l|door|door}} or {{l|hatch}}, even if it's not {{l|forbidden}}. Some few are able to destroy doors and hatches, statues and other {{l|building}}s, and some are thieves (see below), or will eat your food (such as {{l|Grizzly_bear|bear}}s).  A lone animal, even a clear predator, will usually flee from a stronger force, but some {{l|undead}} and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.&lt;br /&gt;
&lt;br /&gt;
::Wild animals can appear from the topside, but also from the {{l|cavern}}s that you may accidentally open up while mining (in fact, the worst ones are often from below).  In evil or savage {{l|surroundings}}, the creatures can be both much tougher and more aggressive.&lt;br /&gt;
&lt;br /&gt;
:*'''Thieves &amp;amp; child snatchers'''&lt;br /&gt;
::Many creatures are &amp;quot;thieves&amp;quot; in the general sense, and offer their own potential headaches -  a {{l|raccoon}} or small tribe of {{l|rhesus macaque}} or {{l|mandrill}} monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or three make off with some prized possessions.  But a creature with a listed ( {{k|u}} ) {{l|profession}} of {{l|Thief}} has a few additional nasty surprises, namely being invisible until spotted by your dwarves or {{l|domestic animal}}s, being able to bypass locked or forbidden doors, being armed with a real weapon, and some imperfect ability to avoid triggering traps (though some seem better at it than others).  {{l|Kobold}}s and {{l|goblin}}s are individually more dangerous than animals, but when spotted there's a special message, either &amp;quot;'''Protect the hoard!'''&amp;quot; or &amp;quot;'''Protect the children!'''&amp;quot;, as appropriate.&lt;br /&gt;
&lt;br /&gt;
:*'''Ambushes'''&lt;br /&gt;
::An {{l|ambush}} is a small number of enemies (less than ten) that are invisible until spotted, but are easier to spot than thieves.  The alert message is &amp;quot;'''An ambush! Curse them!'''&amp;quot;  They skulk around the outside of your fortress, unseen until they strike, looking for wandering dwarves or caravans entering or leaving.  They will often flee off the map if challenged.&lt;br /&gt;
&lt;br /&gt;
:*'''Siege'''&lt;br /&gt;
::A {{l|siege}} is a large number of armed and organized attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot;  While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. Some sieges bring dangerous creatures to aid the armed attackers.  If you are at {{l|war}} with a civilization, expect annual sieges at least.&lt;br /&gt;
&lt;br /&gt;
:*'''Enemy archers'''&lt;br /&gt;
::Attackers with {{l|bow}}s or {{l|crossbow}}s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
:*'''Building destroyers'''&lt;br /&gt;
::Some creatures have the {{l|creature token|BUILDINGDESTROYER tag}} in their {{l|Raws|Raw file}}. This gives them the fearful capacity of tearing apart your doors and bridges and anything else, only excluding constructions built with the {{k|b}} + {{k|C}} keys.&lt;br /&gt;
&lt;br /&gt;
:*'''Flying animals'''&lt;br /&gt;
::Currently, without modding, the only flying creatures are wild animals, like the {{l|giant eagle}}. Being aware of their presence is often all you can do until they choose to come to you.&lt;br /&gt;
&lt;br /&gt;
:*'''Megabeasts'''&lt;br /&gt;
::A {{l|megabeast}} is a particularly powerful and dangerous creature, such as a {{l|dragon}} or {{l|hydra}}.  Megabeasts appear alone, with an alert message that mentions the beast by name. They often have unique characteristics which present unusual challenges, but are universally dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*'''Titans and Forgotten Beasts'''&lt;br /&gt;
::{{l|Titan}}s and {{l|forgotten beasts}} are similar to megabeasts in terms of size and strength, but are procedurally generated from random creature parts and may have procedurally generated special attacks (such as fire breath or web shooting) as well. Titans and forgotten beasts appear alone, with an alert message that mentions the creature by name. The two are very similar; titans attack from outdoors and forgotten beasts attack through underground caverns, but otherwise they present the same challenge. A titan from a benign biome will not attack your fort.&lt;br /&gt;
&lt;br /&gt;
:*'''War'''&lt;br /&gt;
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at {{l|war|war}} with anyone.  If so, things can get hot fast, with more and larger ambushes and sieges, and sooner.  This is unusual, but a nasty surprise if you didn't check.&lt;br /&gt;
&lt;br /&gt;
==Elements of a defense==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles will work in DF that have worked in reality. Combine different elements into the defense you want.&lt;br /&gt;
&lt;br /&gt;
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to Dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent {{l|caravan}}s and {{l|migrant}}s from arriving, will kill {{l|liaison}}s, and prevent any desired outdoor activities.  In addition, Dwarf Fortress players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.&lt;br /&gt;
&lt;br /&gt;
For this, you will need a more complicated defense than a passive ditch and walls.  One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are {{l|ballista}}e waiting to unload at unfortunate monsters in the field of fire.  The variations are infinite.&lt;br /&gt;
&lt;br /&gt;
===Physical layout===&lt;br /&gt;
These are the {{l|wall}}s, {{l|floor}}, {{l|fortification}}s and so on that create the towers and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements.  Creative use of layouts can achieve some quite satisfying results.&lt;br /&gt;
&lt;br /&gt;
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.&lt;br /&gt;
&lt;br /&gt;
=====Terrain=====&lt;br /&gt;
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed.  Removing slopes can create safe, private terraces and valley walls that prevent all access.  Chasms and rivers (not brooks!) create hard barriers, but an open chasm or magma vent can be a source of dangerous creatures.  Small hills can serve as vantage points for archers (yours or theirs!), but if carved with stairs leading up from within, they can be quick strategic strongpoints.  Narrow valleys can become chokepoints for entrances, where your marksdwarfs can overlook any who come and go.  Augmented by constructions below, the terrain becomes your first option for defense.&lt;br /&gt;
&lt;br /&gt;
:Some players take quite a while before initially unpausing the game to look around and think about the terrain, planning their fortress entrance and envisioning basic defenses.&lt;br /&gt;
&lt;br /&gt;
=====Walls=====&lt;br /&gt;
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense.  Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build {{l|fortification}}s. &lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
:{{l|Fortification}}s are the marksdwarf's friend. They do not allow passage, but allow hand-held missile weapons to pass through, and are often placed on top of walls for tactical advantage.  Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no chance of the missile being blocked if the firer is adjacent to the fortification, with increasing chances as any distance increases.  Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, now they're adjacent too, and the fortifications will have zero effect.  Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy.  Fortifications have no effect on {{l|siege engine}}s.&lt;br /&gt;
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:Like Fortifications, Vertical {{l|Bars}} and Wall {{l|Grate}} will also allow projectiles to fire through them while impeding units' movement, but these constructions provide no defense - the missile fire works both ways equally.  Unlike Fortifications, Bars and Grates may be connected to a {{l|Lever}}, and opened or closed remotely - thus, they are good for forming a portcullis.&lt;br /&gt;
&lt;br /&gt;
=====Doors (&amp;amp; Hatches)=====&lt;br /&gt;
:{{l|Door}}s are the simplest way to keep an enemy out. (A {{l|floor hatch}} in this sense is just a vertical door, and in all ways works the same.)  Most creatures will be stopped by any door or hatch, though some others can smash them.  With a little tinkering, doors can be made or more, but this remains mostly for aesthetics without much practical use, as {{l|caravan|wagons}} will still not be able to pass them. You can {{l|forbid}} doors to keep (most) hostile {{l|humanoid|humanoid}}s and creatures out, and your dwarves in. &lt;br /&gt;
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:Additionally doors can specifically be closed only against animals, to keep beloved {{l|pet}}s from wandering into enemy fire (they may pile up at the door and use the chance to slip out with a dwarf). &lt;br /&gt;
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:Forbidding all doors and entrances breaks the pathfinding of enemies, making them lurk at the map border where they entered, which can be quite inconvenient in the case of an invisible ambush that then rushes at your fort in just the moment your civilian dwarves move out to, say, cut trees.&lt;br /&gt;
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=====Floodgates=====&lt;br /&gt;
:{{l|Floodgate}}, alone or in a line, may be used as removable walls, since they need no support and disappear when &amp;quot;opened&amp;quot; remotely, although using a wide drawbridge will be much more economical in terms of {{l|Mechanism}}s. (Be aware that {{l|Megabeast}}s can batter down both raised floodgates and drawbridges, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or confused animal.)&lt;br /&gt;
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:A floodgate can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.&lt;br /&gt;
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=====Moats=====&lt;br /&gt;
:Channeling a ditch is a fast and effective defense. The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too.&lt;br /&gt;
&lt;br /&gt;
:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design.  But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's &amp;quot;up&amp;quot;.  (This doesn't work with retracting bridges.)&lt;br /&gt;
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=====Bridges=====&lt;br /&gt;
:Bridges come in 3 forms - a permanent construction ''(a {{l|floor}} or top of a {{l|wall}} built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid &amp;quot;anchor&amp;quot; line of tiles at the base), and require a lever and two mechanisms to link them to be raised.  Permanent bridges can be designed or later modified to include the latter.&lt;br /&gt;
&lt;br /&gt;
:A retractable/raise-able {{l|bridge}} over a deep trench is a simple and almost air-tight defense - only flying creatures can pass it (''once the bridge is raised''). The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire for anything behind it. {{l|Channel}}s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next {{l|z-level}} down.  For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting {{l|bridge}} over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)&lt;br /&gt;
&lt;br /&gt;
:Bridges can throw creatures a distance (in a random direction) when the bridge is raised/retracted, possibly injuring them on landing. Creatures on top of drawbridges will be utterly destroyed if they are flush against wall and have a floor tile above them, as will anything, friend, foe or object, on a floor that is covered when the drawbridge is lowered. This offensive use of drawbridges is known as the {{l|Dwarven Atom Smasher|Dwarven Atom Smasher}}.&lt;br /&gt;
&lt;br /&gt;
:A drawbridge works as a door when &amp;quot;raised&amp;quot;, sealing the passage it raises against.  Consider this, as well as security from {{l|building destroyer}}s, when choosing the direction a drawbridge is to raise.&lt;br /&gt;
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:There are three important things to remember: 1) Always build the bridge to raise towards the ''inside'' (so it cannot be destroyed when raised), 2) the {{l|lever}} has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier, and 3) water can freeze solid in cold weather. Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.&lt;br /&gt;
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====Remote control====&lt;br /&gt;
:*'''Barriers'''&lt;br /&gt;
::If you link a {{l|lever}} to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if {{l|thief|thieves}} can bypass a closed door once it's linked to a lever or pressure plate.)  There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between between pulling the lever and the barrier responding.&lt;br /&gt;
&lt;br /&gt;
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that &amp;quot;close&amp;quot; signal will be lost.  Any lever will have to be pulled twice more - to reset to &amp;quot;open&amp;quot;, and then to (try to) close again.  This is not the case with drawbridges, which crush anything and everything below them when they close.&lt;br /&gt;
&lt;br /&gt;
:*'''Automated barriers &amp;amp; traps'''&lt;br /&gt;
::You can automate a barrier or trap by using a {{l|pressure plate}} instead of a lever, but there are complications there.  Only &amp;quot;enemies&amp;quot; or wild creatures will trigger a pressure plate - your dwarves and tame animals can walk on it all day long.  Also, no device, trap or barrier, can be constructed in a tile where a pressure plate is - that is the only constructed object that can be there.  But with creativity, this can still be a powerful addition to your fortress defense.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
:''Full article: {{l|Trap design}}&lt;br /&gt;
&lt;br /&gt;
The most reliable way to stop intruders is lots of {{l|trap}}s, which, large or small, can become an essential part of your fortification design. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. A thief's trap avoidance is subject to chance, so the more the better.  However, be aware that vast numbers of traps have the potential to take some of the {{l|fun}} and challenge out of the game - use accordingly.&lt;br /&gt;
&lt;br /&gt;
There are several types of {{l|trap}}s that a {{l|mechanic}} can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using {{l|lever}}s or {{l|pressure plate}}s.&lt;br /&gt;
&lt;br /&gt;
Note that a few creatures and enemies have the &amp;quot;trap avoid&amp;quot; token, potentially negating this defense against them.&lt;br /&gt;
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===Military===&lt;br /&gt;
:''Full article: {{l|Military}}&lt;br /&gt;
&lt;br /&gt;
A {{l|sparring|trained}}, {{l|weapon|armed}}, and {{l|armor|armor}}ed {{l|military}} is the only way to bring the fight to the enemy.  Building defenses to keep them safe is easy - keeping military ready and in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans through unknown dangers, or even to sally out and meet a sieging force ''mano a mano''.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost.  And while {{l|scheduling}} may make ordering an army easier, dwarves will not retreat under any circumstances, so keeping a lot of dwarves in a squad will help a lone dwarf when he picks a fight with three {{l|undead|zombie}} {{l|troglodyte}}s.  At best, an army should be considered supplemental for defending dwarves outside your fortress. See {{l|military design|military design}} for different options.&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an {{l|announcement}} is generated and the game paused (even by wild animals!).  Most animals aren't strong enough to take more than one armoured goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves.  Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. '' &lt;br /&gt;
&lt;br /&gt;
Guard animals are a good second line of defense in open entrances after your traps.  A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond.  Also, the death of any animal will be {{lannounced}} (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some {{l|tame}}d animals will not fight goblins!)''&lt;br /&gt;
&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.  Such an animal chained out on the far side of the map can alert you to ambushes that start there before they threaten your local dwarves.&lt;br /&gt;
&lt;br /&gt;
{{l|Restrain}} animals in narrow corridors (width 1 or 2), or in matched pairs against the walls of 3-wide corridors, preferably in places where enemy archers can't easily fire at them. &lt;br /&gt;
&lt;br /&gt;
===Siege engines===&lt;br /&gt;
:''Full article: {{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
Siege engines take some planning to use effectively, and have a range of about 100 tiles compared to a crossbow's 20 or so.  Both catapults and ballistae can be very deadly, but both have their drawbacks -- they take time to reload and can only hit targets at the same z-level, and they are woefully inaccurate in the hands of unskilled operators or when loaded with low-quality bolts. Furthermore, they're manned by civilians, who will abandon their posts should the enemy get too close. See {{l|siege weapon|siege weapon}} for more on the ballistas and catapult.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Now you know what you might face, and what cards you have in your hand.  To that we add complications, things that make defense so much {{l|fun}}...&lt;br /&gt;
&lt;br /&gt;
===Surface jobs===&lt;br /&gt;
There are many times when dwarfs want to work on the surface. {{l|Wood cutting}}, {{l|gathering plants}}, {{l|hunting}}, {{l|fishing}}, {{l|mining}} exposed {{l|vein}}s or {{l|gem}}s, building defenses or other structures, {{l|grower|growing}} above-ground {{l|crop}}s, {{l|Health care|helping wounded comrades}} or recovering dropped items are only the most likely. Often they are alone and vulnerable to {{l|creature|wild beasts}} or {{l|ambush}}es.&lt;br /&gt;
&lt;br /&gt;
{{l|Burrows}} are one option to handle civilian eagerness, but only {{squads|soldiers}} can currently be broken up by burrow - civilians are all grouped into the same category, so when you try and restrict civilians to one burrow to stop them going outside, you'd better take the time to make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area the vaster the project, the further your dwarves will be from existing defenses, and another example of dwarves working above ground. &lt;br /&gt;
&lt;br /&gt;
Making smaller enclosures in key areas with underground tunnels leading to them can be easier as a first step.  Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.&lt;br /&gt;
&lt;br /&gt;
* '''Lock the front doors.'''It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.&lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as {{l|forbidden|forbidden}}. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard {{l|stockpile|stockpile}}s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing {{l|coffin|coffin}}s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
===Water sources===&lt;br /&gt;
Access to {{l|water}} can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a {{l|well}} or cistern your dwarves can use safely. Remember to keep an extra {{l|bucket}} or two available.&lt;br /&gt;
&lt;br /&gt;
Some water sources are good locations for {{l|fishing}}, providing food during longer sieges.&lt;br /&gt;
&lt;br /&gt;
===Civilians trapped outdoors===&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy, and the enemy ''will'' find them. Having more than one entrance can be useful here, but each requires adequate defenses - the weakest link and all that.  If you make these entrances accessible by drawbridge only, with a (short) moat outside that, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
&lt;br /&gt;
===Trade depot &amp;amp; caravans===&lt;br /&gt;
Factoring in a 3-tile wide access to the {{l|trade depot}} adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and they can arrive in the middle of a {{l|siege}}. If they do, they can be slaughtered before reaching your doors, and that hurts you, (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items.)  Consider sending heavily armored escorts when expecting a caravan.&lt;br /&gt;
&lt;br /&gt;
Only {{l|wagon}}s need a three tile wide path to the depot, so the {{l|elf|elves}} and some of the dwarven and human merchants can still get through if it's only 1-tile wide. You will possibly want to build the depot underground, so civilian dwarves can access the depot and goods. Wagons can't use stairs, so you need a three-tile {{l|ramp}}, unless you can dig into the face of a cliff.&lt;br /&gt;
&lt;br /&gt;
===Branching corridors===&lt;br /&gt;
Enemies will take the most direct path to your fortress, (even if it's not very direct at all). You can use this to your advantage.  Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can have a primary, convenient, direct 3-wide path to your fortress open most of the time, with a convoluted detour that is forced (by drawbridges) only during sieges, lined with traps and overseen by marksdwarves.  The possibilities are infinite.&lt;br /&gt;
&lt;br /&gt;
===Levers===&lt;br /&gt;
Be careful where you place the {{l|lever}}s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a {{l|meeting area}} or bedrooms of {{l|nobles}} is often a good plan.  Make sure that the entire path to each lever is {{l|underground}} or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time. &lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a {{l|Screw pump|pump}} room.  Pumping is a good way to build up your dwarves' {{l|attribute}}s regardless of whether the pump is doing work or not.  If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
&lt;br /&gt;
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial {{l|waterfall}}s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
Use {{l|Notes}} to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, dangerous!)  Color code your levers with different color {{l|mechanism}}s if that works for you.&lt;br /&gt;
&lt;br /&gt;
==General Suggestions==&lt;br /&gt;
&lt;br /&gt;
===First concerns===&lt;br /&gt;
&lt;br /&gt;
====Pre-embark decisions====&lt;br /&gt;
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.   If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe.  Picks make decent weapons, and a dwarf with the proper mix of {{l|ambusher}} skill starts with a free equipment - a suit of leather armor, a {{l|crossbow}} and several dozen steel {{l|bolt}}s.  A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few {{l|bauxite}} can't hurt) allows you to make immediate workshops even before your miner has swung her pick.  While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.&lt;br /&gt;
&lt;br /&gt;
For most starts, unless your embark location is very close to the mouth of an open {{l|volcano}} or you are starting in an {{l|evil}} biome ''(and that is only recommended for experienced players, so why are you reading this?)'', there should be no serious immediate threats.  Unless you are at {{l|war}} with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest.  So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.&lt;br /&gt;
&lt;br /&gt;
====Striking the earth====&lt;br /&gt;
First, look around.  At the terrain, at the animals present.  Scan the {{k|u}} menu before un-pausing the game at the start, and regularly.  More animals will enter the map, constantly and without warning, so keep an eye on visitors.&lt;br /&gt;
&lt;br /&gt;
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft.  Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later.  Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress.  Balance convenience against your long-range plans and visible threats. &lt;br /&gt;
&lt;br /&gt;
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff.  A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end.  It gives you time to prepare your military.  However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it.  Entrances vary from a few tiles to a many dozen.  Start with something smaller for now, but plan on how to develop the entrance you want later.&lt;br /&gt;
&lt;br /&gt;
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers.  Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.)  Using some of the principles above, it might look something like this...&lt;br /&gt;
&lt;br /&gt;
       #####################&lt;br /&gt;
  (a)  ?  (-trap      .....#&lt;br /&gt;
       ?     area-)   .   .# (A's/SE)&lt;br /&gt;
       ################....#&lt;br /&gt;
                      #    #&lt;br /&gt;
                      #D  D#&lt;br /&gt;
                      #    # &lt;br /&gt;
                   &amp;lt;Inner Fortress&amp;gt;&lt;br /&gt;
                        &amp;lt;sub&amp;gt;(Not to Scale)&amp;lt;/sub&amp;gt;&lt;br /&gt;
       &lt;br /&gt;
        (a)   = bait animal, on {{l|restrain}}t&lt;br /&gt;
         #    = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels&lt;br /&gt;
         ?    = ramp up, drawbridge, moat, defensive structures, or combination of all&lt;br /&gt;
        traps = mechanic's traps and/or complex death traps, as you wish.&lt;br /&gt;
        ....&lt;br /&gt;
        .  .  = area open to sky, to prevent &amp;quot;dwarves staying inside&amp;quot; from archers outside entrance&lt;br /&gt;
        ....&lt;br /&gt;
         D    = wardog on {{l|restrain}}t&lt;br /&gt;
      (A's/SE)= future site for archers and/or {{l|siege engine}}s (planning ahead)&lt;br /&gt;
         &lt;br /&gt;
&lt;br /&gt;
The above might be longer or shorter, partially or entirely above or below ground, or have more turns.  The &amp;quot;inner fortress&amp;quot; might only be a Trade Depot, with another similar entryway behind that.  Instead of the turn, it might drop a level and dive below the sight of the Siege Engines. Since the first caravan won't arrive for at least 6 months, you can dig a 1-tile wide tunnel for now, or a staircase, and then dig out to another location for a more formal entrance.  This is only a very rough, very simple example of combining possibilities.&lt;br /&gt;
&lt;br /&gt;
====It's mine!====&lt;br /&gt;
Consider how you will secure your valuables, your entrance, and any land you want to claim as &amp;quot;dwarf only&amp;quot; - by channeling, removing the slopes from nearby hills, maybe walls?  At first, consider including at least enough above-ground terrain for any {{l|farm plot}}s and {{l|meeting area}}s.  This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map.  Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly.  Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard &amp;quot;gate&amp;quot; that you can open and shut until you have a {{l|mechanic's workshop}} and some {{l|mechanism|mechanism}}s for levers, to link to a {{l|drawbridge}}.&lt;br /&gt;
&lt;br /&gt;
====Inside vs. outside====&lt;br /&gt;
Not &amp;quot;above ground&amp;quot; vs &amp;quot;subterranean&amp;quot;, but the border where the inside of your fortress starts, what you claim as &amp;quot;yours&amp;quot; vs &amp;quot;out there&amp;quot;.  Some fortresses just have one main gate, some try to own the entire map.  Some have an &amp;quot;airlock&amp;quot;, a middle ground (remembering multiple, layered defenses!) where a Trade Depot is kept, that visitors can access and is protected, but then a deeper, even more secure inner fortress - think of a castle courtyard - inside the walls but not yet inside the castle itself.  A safe zone for friends, still unfriendly for enemies but taking extra precautions against full intrusion.&lt;br /&gt;
&lt;br /&gt;
This can be above ground or deep underground, a direct line or a maze of z-levels - that's all up to you, how much work you think &amp;quot;security&amp;quot; is worth.  Hey, it's not like ''you'' have to do the heavy lifting.&lt;br /&gt;
&lt;br /&gt;
That line of defense - any line - can be passive (walls and barriers and traps only) or active, with military, either on permanent duty or with stations to report to when activated.  Remote controlled bridges create movable walls and closed gates or open hidden moats to reroute visitors, enemies and/or your dwarves depending on the situation, so there is no one &amp;quot;configuration&amp;quot;, but several different options all side by side.  &lt;br /&gt;
&lt;br /&gt;
====Mechanic's traps====&lt;br /&gt;
Traps are a good friend for the starting player.  We're talking the simple traps that a mechanic places - complex death traps are up to you.  Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone.  When goblins show, they can number less than a dozen to start, but grow over time.  Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there.  But lead your target - count on the next attack being larger than the last.&lt;br /&gt;
&lt;br /&gt;
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat &amp;amp; etc from those corpses, just not breeding stock.)&lt;br /&gt;
&lt;br /&gt;
As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, {{l|weapon trap}}s will become attractive. There is no hard rule or formula for all this - be creative.&lt;br /&gt;
&lt;br /&gt;
====Complex traps====&lt;br /&gt;
Between levers, pressure plates, water and magma, much fun can be had.  But this article won't deal with any specifics. (See {{l|Trap design}} for those.)  We will say - plan ahead.  Think about what you might want to do, and leave ample room for it, in all 3 dimensions.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away.  If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip.  Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas.  When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See {{l|Military design}} for a more complete discussion on planning and deploying military and militia.&lt;br /&gt;
&lt;br /&gt;
==Different philosophies==&lt;br /&gt;
There are many, ''many'' ways to play DF. Some players play hard and tight, and some fast and loose. Some take no risks and protect every last dwarf and cat, and others happily leave a highway of dwarf and animal bodies for the next immigration wave to follow.  Some live for the slaughter of ascii goblins, and others for the mega-project.  No one &amp;quot;defense&amp;quot; will serve everyone's tastes.&lt;br /&gt;
&lt;br /&gt;
===Losing is fun===&lt;br /&gt;
There is no final &amp;quot;win&amp;quot; in Dwarf Fortress, no end point or Easter egg that says &amp;quot;Congratulations!&amp;quot; - it just keeps going, until, inevitably and unavoidably, you will lose.  That's part of the game.  So it's all about how you play until then, and finding your type of fun in that process.  &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Fun&amp;quot; vs. security===&lt;br /&gt;
It's not hard to create an acre of traps that, realistically, simply no threats can survive.  If you want to pursue a megaproject (that is not a defensive trap) in peace and security, this may be a good plan.  However, if you look forward to the military end of things, then you want to allow, or at least be able to invite combat at your choosing.  New players are recommended to use the hall-of-traps entryway, at least to start. Many experienced players challenge themselves by limiting their use of simple traps, or other voluntary handicaps.  It's all about what you think is {{l|fun}}.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:&lt;br /&gt;
:*{{l|Siege engine}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Security_design&amp;diff=92492</id>
		<title>v0.31:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Security_design&amp;diff=92492"/>
		<updated>2010-04-14T00:02:25Z</updated>

		<summary type="html">&lt;p&gt;Shoez: /* Siege engine turrets */  &amp;quot;stay inside&amp;quot; order no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Security design''' focuses on how to turn the physical layout and architecture of a fort into a defensible whole. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''{{l|defense guide}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  •   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  ,   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
==General suggestions==&lt;br /&gt;
General designs should include suggestions that can be &amp;quot;plugged in&amp;quot; to a part of any typical fortress, and/or can be modified to suit a number of purposes.&lt;br /&gt;
&lt;br /&gt;
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.  &lt;br /&gt;
&lt;br /&gt;
===Meeting area as defense===&lt;br /&gt;
&lt;br /&gt;
Especially in the very early game, you can use a {{l|Zone#Meeting_Area|meeting zone}} to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as {{l|thief|thieves}} near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.&lt;br /&gt;
&lt;br /&gt;
===Guard Animals===&lt;br /&gt;
&lt;br /&gt;
Both {{l|thief|thieves}} and {{l|ambush}}es are invisible until something bumps into them - a dwarf, a {{l|caravan}}, a wild creature, a {{l|domestic animal}}, anything.  Once this happens (even if it was triggered by a wild {{l|groundhog}} on the far edge of the map), the game will pause with the appropriate {{l|announcement}}, forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by {{l|restrain}}ing them in entryways.&lt;br /&gt;
&lt;br /&gt;
There are some considerations to good placement of such animals.  If you have a 1- or 2-wide hall, one animal is enough.  If you have a 3-wide hallway (wide enough for a {{l|caravan}}), you need to restrain two animals, one at each side of the hall.  &lt;br /&gt;
&lt;br /&gt;
 ══════════     R = restraint&lt;br /&gt;
 +++1R1++++     1 = area of animal 1&lt;br /&gt;
 +++bbb++++     2 = area of animal 2&lt;br /&gt;
 +++2R2++++     b = area of both&lt;br /&gt;
 ══════════&lt;br /&gt;
&lt;br /&gt;
This pair creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. Caravans can pass over {{l|restraint|restraint}}s and restrained creatures without problem.  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.&lt;br /&gt;
&lt;br /&gt;
Unless you're happy losing these animals on a regular basis, you should try to keep them alive...&lt;br /&gt;
:* Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.&lt;br /&gt;
:* Don't have them as your &amp;quot;first line of defense&amp;quot; - put them deeper in the entry, behind some traps&lt;br /&gt;
:* Put them inside, so flying creatures have to come down to their level to attack them.&lt;br /&gt;
:* Consider using a {{l|pressure plate}} at the extreme entrance to seal off the hall further down and keep your guard animal(s) safe.  Thieves won't trigger them, but the animals can deal with those - ambushes ''will'' trigger them, and you don't want them getting to your guard animals.&lt;br /&gt;
&lt;br /&gt;
Remember that anything short of a {{l|megabeast}} is not a good match for an armoured opponent. While watching your tame {{l|grizzly bear}} or {{l|alligator}} tear a thief apart has an amusement value, watching the goblin maceman send them flying across the map, mangled and dying, has less.&lt;br /&gt;
&lt;br /&gt;
===Defending the edge===&lt;br /&gt;
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving {{l|harpy|harpies}} and skeletal {{l|giant eagle}}s)''&lt;br /&gt;
&lt;br /&gt;
* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.  &lt;br /&gt;
* You can also build bridges all the way up to the edge.  A long, skinny bridge is, effectively, a wall; however, it looks the same whether it's open or closed.  &lt;br /&gt;
&lt;br /&gt;
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.&lt;br /&gt;
&lt;br /&gt;
Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map {{l|horse}}s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''&lt;br /&gt;
&lt;br /&gt;
==== Design considerations ====&lt;br /&gt;
&lt;br /&gt;
* The moat should be designed to prevent entry except by falling and entry except by climbing, from both sides.  (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.&lt;br /&gt;
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)&lt;br /&gt;
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as {{l|tree|tree}}s on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any {{l|channeling|channeling}} permanently changes the dug-out tile to &amp;quot;Light Above Ground&amp;quot;, which restricts these features from tiles near the edge even if floors are later constructed to close the space.&lt;br /&gt;
* Because migrants might turn up near wild animals or be followed closely by {{l|goblin}}s, it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:&lt;br /&gt;
** natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.&lt;br /&gt;
** trees.  If left intact they separate any fertile patches into many small segments.&lt;br /&gt;
** floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a {{l|one-way|one-way}} path.&lt;br /&gt;
** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.&lt;br /&gt;
** You can build up ramps at the edge, which may disrupt passage?&amp;lt;sup&amp;gt;Needs testing&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.&amp;lt;sup&amp;gt;Probably not.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back {{l|building destroyer|building destroyer}}s, and remote {{l|lever|lever}} control is needed because other gates can be &amp;quot;taken by invaders&amp;quot; and become unlockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.&lt;br /&gt;
&lt;br /&gt;
===Simple 5x5 Archer's Tower===&lt;br /&gt;
&lt;br /&gt;
Build a {{l|tower|tower}} specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Thse tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct {{l|fortification|fortification}}s on the second or third floor, so your dwarves can fire out.  For extra usefulness, build a {{l|barracks|barracks}}, {{l|archery target|archery target}}, {{l|food|food}} {{l|stockpile|stockpile}}, {{l|well|well}} and {{l|dining room|dining room}} in or near the tower. Add a door or hatch to lock them in.&lt;br /&gt;
&lt;br /&gt;
As discussed step-by-step in the article on {{l|mega construction|mega construction}}, this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge. &lt;br /&gt;
&lt;br /&gt;
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)&lt;br /&gt;
&lt;br /&gt;
 Side                Below         Ground       Archer       Roof&lt;br /&gt;
  view:               ground:       Level:       Level:       Level:&lt;br /&gt;
                                    ╔═══╗        ╬╬╬╬╬        •••••&lt;br /&gt;
     X__                X           ║X,,║        ╬X++╬        •X++•&lt;br /&gt;
    ╬X__╬                           ║,,,║        ╬+++╬        •+++•&lt;br /&gt;
 ___║X__║___                        ║,,,║        ╬+++╬        •+++•&lt;br /&gt;
     X                              ╚═══╝        ╬╬╬╬╬        •••••&lt;br /&gt;
 &lt;br /&gt;
 _ = floor, natural             , = ground tile&lt;br /&gt;
       or constructed&lt;br /&gt;
&lt;br /&gt;
This can hold 3 archers/side, and has the potential to be as many &amp;quot;archer levels&amp;quot; tall as you wish.  A top-level &amp;quot;down stair&amp;quot; is necessary to build the &amp;quot;roof&amp;quot; - might as well build an up/down stair instead, no real reason not to.  Remember to use the &amp;quot;corners first&amp;quot; technique when necessary. (See {{l|Tower}}.)&lt;br /&gt;
&lt;br /&gt;
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).&lt;br /&gt;
&lt;br /&gt;
Larger towers (or this with larger floors on higher levels) could house barracks, practice ranges, and other facilities.  Just expand to preferred size with floors, and then attach walls to those to act as a base for the next level of building.  Add more stairs (adjacent to each other is always better) if high traffic is anticipated.&lt;br /&gt;
&lt;br /&gt;
====Siege engine turrets====&lt;br /&gt;
If it's big enough, build a {{l|siege engine}} inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same {{l|z-level}} as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate.&lt;br /&gt;
&lt;br /&gt;
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)&lt;br /&gt;
&lt;br /&gt;
===Control Room===&lt;br /&gt;
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your {{l|meeting area}}s and {{l|noble}}s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers.&lt;br /&gt;
&lt;br /&gt;
It may also be an idea to have a second lever to at least one door, for emergency access.  And possibly to add a stockpile of booze and food or a well for longer sieges.&lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of the game's Artificial Intelligence and {{l|path}}finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via {{l|pressure plate}}s. This might count as an {{l|exploit}}, or not - that's up to you, and what you consider fun and challenging.&lt;br /&gt;
&lt;br /&gt;
===Bait animal===&lt;br /&gt;
{{l|Restrain}}ing a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down.  Make sure to place a pattern of some walls (or statues, see below) so enemy archers cannot simply shoot the creature from a safe distance.&lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
Adding a ring of fortifications to help defend the animal against missile fire will keep melee troops away, but invite archers to come adjacent to the fortifications - and under your walls and crossbows.  If you allow any path, the melee troops will try to follow it to the animal - be creative with that fact. &lt;br /&gt;
&lt;br /&gt;
=====Traps=====&lt;br /&gt;
Surround the animal with traps to kill or capture approaching goblins.&lt;br /&gt;
&lt;br /&gt;
=====U chumps=====&lt;br /&gt;
Surround the far side of the animal with a U shaped 3-sided wall, open facing your defenders, so the enemy has to come closer to attack the animal, and you gun them down.&lt;br /&gt;
&lt;br /&gt;
=====Distractions=====&lt;br /&gt;
Releasing a {{l|cage}} full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.&lt;br /&gt;
&lt;br /&gt;
=====Vanishing act=====&lt;br /&gt;
Having a linked drawbridge that can open/shut (perhaps on both a lever to open and a nearby pressure plate to close), to lure the enemy in under your guns and then protect the animal when they get too close (for multiple uses.)&lt;br /&gt;
&lt;br /&gt;
=====Roach motel=====&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a {{l|Activity_zone|pit/pond}}. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
&lt;br /&gt;
=====vs. building destroyers=====&lt;br /&gt;
For {{l|building destroyers|building destroyers}}, spare statues can serve the same purpose as bait animals.&lt;br /&gt;
&lt;br /&gt;
=====Trap chokepoints=====&lt;br /&gt;
Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pathing slowdowns=====&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Expanding a simple square fortress wall===&lt;br /&gt;
&lt;br /&gt;
The simplest and most economical wall is a square one, for the most area protected with the least stone and effort.  Once built, they are easy to expand and improve.&lt;br /&gt;
&lt;br /&gt;
There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind.  &lt;br /&gt;
&lt;br /&gt;
This will show some basic examples of the infinitely possible variations.&lt;br /&gt;
&lt;br /&gt;
     +═══+     ╔  ═  ╗&lt;br /&gt;
&lt;br /&gt;
     ║X ║      ╔ ╝ ╚ ╗&lt;br /&gt;
&lt;br /&gt;
     ║   ║     ║     ║    &lt;br /&gt;
&lt;br /&gt;
       ║   ║   ╚ ╗ ╔ ╝      &lt;br /&gt;
                 &lt;br /&gt;
               ╚ ═══ ╝  &lt;br /&gt;
     ╬╬╬╬╬ ╬╬╬ ╬&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
===Siege Engines===&lt;br /&gt;
One effective way to have {{l|Siege engine}}s (help) defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
'''One ballista vs 3-wide hallway'''&lt;br /&gt;
 ══════════════════════════╦═════&lt;br /&gt;
 Entrance++++++++++++▼•••••║▐▀\&lt;br /&gt;
 Entrance++++++++++++▼•••••╬◄═«&lt;br /&gt;
 Entrance++++++++++++▼•••••║▐▄/&lt;br /&gt;
 ══════════════════════════╩═════&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are &amp;quot;civilians&amp;quot;) will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.&lt;br /&gt;
&lt;br /&gt;
====Ballista battery====&lt;br /&gt;
3 (or more!) ballistae can be put into a &amp;quot;battery&amp;quot; if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.  &lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼•••••╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼•••••╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼•••••╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&lt;br /&gt;
Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt;dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.&lt;br /&gt;
&lt;br /&gt;
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.&lt;br /&gt;
&lt;br /&gt;
Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time.  Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two {{l|screw pump}}s and two {{l|Gear assembly|gear assemblies}}. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with {{l|water}} or {{l|magma|magma}} for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
{{Image:Entflood.jpg}}&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Reverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
Level Z+0 (ground):&lt;br /&gt;
   ,,,,,,,,,,,,,,,&lt;br /&gt;
 F ═══════════════&lt;br /&gt;
 O ,≥,g≥,,,g,,,,,,&lt;br /&gt;
 R ,,≤,,,,,,g,,,,,&lt;br /&gt;
 T ,,,g≤,,g,,,,,,, &amp;lt;-- enemies enter here&lt;br /&gt;
 R ,,≥,,,,,,g,,,,,&lt;br /&gt;
 E ,g,≤,,,,,,,,,g,&lt;br /&gt;
 S ═══════════════&lt;br /&gt;
 S ,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
Level Z+1 (bridge):&lt;br /&gt;
&lt;br /&gt;
 E •••••║+++║•••••&lt;br /&gt;
 N +++++║+++║+++++&lt;br /&gt;
 T •••••╬☺++║•••••&lt;br /&gt;
 R •••••╬☺++║•••••&lt;br /&gt;
 A •••••╬☺++║••••• &amp;lt;-- archers shoot them from up above&lt;br /&gt;
 N •••••╬☺++║•••••&lt;br /&gt;
 C •••••╬☺++║•••••&lt;br /&gt;
 E +++++║+++║+++++&lt;br /&gt;
   •••••║+++║•••••&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the {{l|fortification}}s are one level above the {{l|goblin}}s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.&lt;br /&gt;
&lt;br /&gt;
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles.  Even adding small, convenient food and alcohol stockpiles is not unheard of.  Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''&lt;br /&gt;
&lt;br /&gt;
==Scenic route==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of ''any'' size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped/defended path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
===Goblin detour===&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
 ++++++++++++++++++ENTRANCE+&lt;br /&gt;
 ══╦════════════════O╞═╡O╦══  &amp;lt;-- Bridge 1&lt;br /&gt;
 +☺╬•+++++++++++++++++++•╬☺+&lt;br /&gt;
 ++╬•+•••••••••••••••╞═╡•╬++  &amp;lt;-- Bridge 2&lt;br /&gt;
 ++╬•+••+•••+•••+•••++++•╬++&lt;br /&gt;
 +☺╬•+•+•+•+•+•+•+•+•+++•╬☺+&lt;br /&gt;
 ++╬•+•+•+•+•+•+•+•+•+++•╬++&lt;br /&gt;
 ++╬•+•+•+•+•+•+•+•+•+++•╬++&lt;br /&gt;
 +☺╬••+•••+•••+•••+••+++•╬☺+&lt;br /&gt;
 ++╬•••••••••••••••••+++•╬++&lt;br /&gt;
 ++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗•+++•╬++&lt;br /&gt;
 ++☺++☺++☺++☺++☺++☺╬•+++•╬☺+&lt;br /&gt;
 ++++++++++++++++++╬•+++•╬++&lt;br /&gt;
 ++++++++++++++++++╬•+++•╬++&lt;br /&gt;
 ══════════════╗++☺╬•+++•╬☺+&lt;br /&gt;
               ║+++╬•+++•╬++&lt;br /&gt;
               ║+++╬•+++•╬++&lt;br /&gt;
               ║++☺╬•╞═╡•╬☺+  &amp;lt;-- Bridge 3&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if your {{l|trade depot}} is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
&lt;br /&gt;
===Twisty maze===&lt;br /&gt;
A maze of turns and blindspots patrolled by quality military can be a very formidable defense.  Wide enough for wagons to pass though, but with no clear shots for any ranged weapons.  Missile weapons do have a minimum range, so if a target is closer than that range, they will instead just charge to melee - and meet a dwarf with a much better melee skill. Downside to this is that you'd be mixing it up in melee all the time, but so long as you have at least 10 dwarves greeting the goblins as one coherent mass, you should win.&lt;br /&gt;
&lt;br /&gt;
Variations on the twisty maze include:&lt;br /&gt;
&lt;br /&gt;
*A wagon-wide twisty maze, and a not-so-twisty 1-tile wide hall o'traps, with a drawbridge that can force one or the other as the only {{l|path}} into your fortress.&lt;br /&gt;
&lt;br /&gt;
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category:Guides}}&lt;br /&gt;
{{Category:Fortress defense}}&lt;br /&gt;
{{Category:World}}&lt;br /&gt;
{{Category:Design}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blood_gnat&amp;diff=44467</id>
		<title>40d:Blood gnat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blood_gnat&amp;diff=44467"/>
		<updated>2009-05-10T22:16:37Z</updated>

		<summary type="html">&lt;p&gt;Shoez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Blood gnats''' are evil [[vermin]] that appear in swarms from any pool in evil [[biome]]s. They fly around rotting unprotected [[food]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GNAT_BLOOD]&lt;br /&gt;
	[NAME:blood gnat:blood gnats:blood gnat]&lt;br /&gt;
	[TILE:250][COLOR:4:0:1]&lt;br /&gt;
	[VERMIN_ROTTER][VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][EVIL][NATURAL]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:thirst for blood]&lt;br /&gt;
	[PREFSTRING:pulsating lumpy bodies]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17261</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17261"/>
		<updated>2009-04-24T03:20:30Z</updated>

		<summary type="html">&lt;p&gt;Shoez: /* Store your bloody items! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
:In reply to 2, I have several decorated barrels and bags in use. Gem-encrusted masterwork bags being used to hold wild strawberry seed... go figure. -[[User:Fuzzy|Fuzzy]] 12:05, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A failed Goblin ambush preceded an incredible procession of EVERYONE in my fort carrying plump helmet spawn up to the surface to store it on a Goblin corpse who was unfortunate enough to die with a leather bag in its inventory.  Even people for whom everything was turned off but their related job (e.g., miners).  They only forgot about the bag when I both forbade it and set it for dumping.  Now I can't do anything with it. [[User:FJH|FJH]] 19:19, 17 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves store seeds in bags built as chests in other dwarves' rooms? Rather, if you build a bag as a chest in a dwarf's room, will other dwarves store seeds in it? If its owner stores seeds in it, will other dwarves eat them? --[[User:Tachyon|Tachyon]] 14:44, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== chest vs coffer ==&lt;br /&gt;
&lt;br /&gt;
how much difference in value is there between getting a mason to make a coffer out of a gold nugget and a metalsmith to make a chest from gold metal?&lt;br /&gt;
&lt;br /&gt;
Any time I'm letting a mason near native aluminium or native platinum he's usually quite skilled - so far my metalsmiths are outstripping supply of metal bars very quickly so they are still only as skilled as they were when they migrated.[[User:GarrieIrons|GarrieIrons]] 06:22, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check the page for [[value]]. It looks like ore has the same value as the metal. --[[User:Strangething|Strangething]] 02:08, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store your bloody items! ==&lt;br /&gt;
&lt;br /&gt;
My nobles and legendary whatever keep claiming random items and leave them where they lay. Supposedly it might be a problem my dwarves have the same cabinets and coffers since they might have the same room. Anything else I need to know to make my dwarves take care of their bloody belongings? Makes it difficult to place and build things. --[[User:Seaneat|Seaneat]] 13:15, 4 August 2008 (EDT)&lt;br /&gt;
:Indeed, my Tax Collector has about a dozen stone earrings on the floor of her room, but won't put any of them in the two gabbro coffers in her room. Am I missing something? [[User:HeWhoIsPale|HeWhoIsPale]] 16:32, 27 August 2008 (EDT)&lt;br /&gt;
:On that note, do cabinets and coffers have a capacity, or are they wardrobes of holding? [[User:HeWhoIsPale|HeWhoIsPale]] 10:13, 28 August 2008 (EDT)&lt;br /&gt;
:::I believe they hold 12 items each(one screen worth)--[[User:Shoez|Shoez]] 03:20, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emptying bags ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to essentially say &amp;quot;move the contents onto the floor or into another container&amp;quot;? As mentioned in an answer above, I have some containers which got decorated and would be worth a great deal in trade, but are currently holding food supplies. I suppose I could just sell the containers with their contents, but that seems somewhat inelegant. -[[User:Fuzzy|Fuzzy]] 12:07, 5 September 2008 (EDT)&lt;br /&gt;
:Have you tried marking the contents for dumping? I think I've used that to empty things out before. --[[User:Bilkinson|Bilkinson]] 14:18, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Degrading bags ==&lt;br /&gt;
&lt;br /&gt;
I am not sure if this should be mentioned here or under [[wear]] but I have noticed that bags of leaves, seeds, dye, etc. stored in barrels, inside,&amp;lt;br&amp;gt;in designated stockpiles are subject to wear, though the contents of the bags and the barrels holding the bags are immune to wear.&amp;lt;br&amp;gt;I am not sure if this is caused by foot traffic(though I suspect it is) or simply time as I made most of my bags in the first 5 years of my fort&amp;lt;br&amp;gt; and I am just noticing this after year 20.  I suggest a comment be added here and in the wear article as a warning, pending further investigation.&amp;lt;br&amp;gt;--[[User:PencilinHand|PencilinHand]] 19:43, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Container Contents ==&lt;br /&gt;
&lt;br /&gt;
I re-added the information about using the k-key to view container contents since the t-key method only works if the container isn't in a stockpile. --[[User:Mithra|Mithra]] 18:37, 12 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27256</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=27256"/>
		<updated>2009-04-24T00:24:03Z</updated>

		<summary type="html">&lt;p&gt;Shoez: masons guild caps fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Requirements===&lt;br /&gt;
&lt;br /&gt;
The '''dwarven economy''' is unlocked when a [[baron]] arrives (or when a [[tax collector]] arrives; we're not quite certain).  In order for a baron to show up, you need 80 [[dwarves]] and an unknown amount of either created or exported wealth{{verify}} and perform 4 of the following in a single year: 25 [[crafts|crafting]] jobs, 25 [[metal]]-related jobs, 25 [[wood]]-related jobs, 10 [[gem]] jobs, 25 [[stone]] jobs, 25 [[food]] jobs.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002643] (note: As the details change from version to version, these numbers should be taken as approximate.)&lt;br /&gt;
&lt;br /&gt;
You may turn off the economy by editing \data\init\init.txt; line &amp;quot;[ECONOMY:NO]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
* [[Noble]]s and [[legendary]] dwarves may continue to appropriate anything they please, but all other dwarves get individual accounts.  They earn wages for performing most kinds of work and spend it on [[bedroom]] rent and [[food]].  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so. Current wages can be viewed through the Job List screen: {{K|j}}-{{K|m}}-{{K|w}}.&lt;br /&gt;
&lt;br /&gt;
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version (.32), it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress! You can inspect each dwarf's bank balance by looking at their profile: {{K|v}}-{{K|z}}.&lt;br /&gt;
&lt;br /&gt;
* [[Bedroom]]s may now only be assigned to those who can afford it.  Nobles and legendary dwarves pay no rent, and so may be assigned any room; all others will pay rent on their current [[room]] and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], [[smoothing]] and [[decoration]], etc. in that room.&lt;br /&gt;
&lt;br /&gt;
* [[Food]] must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest.&lt;br /&gt;
&lt;br /&gt;
* Either the dwarven economy or the baron are pre-requisites for many of the [[nobles]].  &lt;br /&gt;
&lt;br /&gt;
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown.&lt;br /&gt;
&lt;br /&gt;
* It is possible to cause all rooms' rent to become 0 because rooms can become far too expensive otherwise, what with high quality furniture and the like. It's in the init under [ZERO_RENT:YES/NO].&lt;br /&gt;
&lt;br /&gt;
* Dwarves who have not yet reached the legendary status may get a &amp;quot;attend meeting&amp;quot; job.  They will then follow around your mayor (or manager) until he/she is free and gets a &amp;quot;conduct meeting&amp;quot; job.  After they meet, a message will appear similar to &amp;quot;&amp;lt;name&amp;gt;, the mayor, has taken a request from the &amp;lt;type&amp;gt; Guild.&amp;quot;  [[Masons guild]], [[Miners guild]] are two examples of &amp;lt;type&amp;gt;. Usually, the request is for X number of things to be built or X number of jobs to be done.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Economy]]&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masons_guild&amp;diff=48354</id>
		<title>Masons guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masons_guild&amp;diff=48354"/>
		<updated>2009-04-24T00:23:11Z</updated>

		<summary type="html">&lt;p&gt;Shoez: moved Masons Guild to Masons guild:&amp;amp;#32;improper caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of your [[nobles]] may state a [[mandate]] that you fulfill a certain number of jobs for the mason's guild. To [[Hammerer|satisfy]] the noble, your dwarves need to finish the prescribed number of a certain category of tasks at a masonry workshop. Some tasks are counted, some are not. The construction of rock blocks counts.&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Miners_guild&amp;diff=37918</id>
		<title>40d Talk:Miners guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Miners_guild&amp;diff=37918"/>
		<updated>2009-04-09T05:05:30Z</updated>

		<summary type="html">&lt;p&gt;Shoez: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just read&lt;br /&gt;
&amp;quot;Mafol Altultun, Mayor has taken a request from the Miners Guild&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[User:Drahflow|Drahflow]] 14:01, 24 February 2008 (EST) (194 Dwarfs, Metropolis, Exported Wealth 225240)&lt;br /&gt;
&lt;br /&gt;
[http://i218.photobucket.com/albums/cc259/Benitosimies/request.jpg Request screen], [http://i218.photobucket.com/albums/cc259/Benitosimies/mayorstats.jpg Mayor stats], [http://i218.photobucket.com/albums/cc259/Benitosimies/fortstats.jpg Fort stats]. What the eff is the Miners' Guild? --[[User:Benitosimies|Benitosimies]] 02:14, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does this still exist in .38c?  Because I've played numerous games at this point, including one where my fortress became the Mountainhome, and I've *never* seen anything related to a miner's guild.  If it does still exist, what triggers it? --[[User:Squirrelloid|Squirrelloid]] 02:04, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what the trigger is. It's still in 38c, I got it twice in one game after not mining for a long time (year six).--[[User:Richards|Richards]] 19:12, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just got on in my fortress for the masons guild; and I've been working those buggers to the bone; using smoothing on every clear surface of the map for stat boosting.   --[[User:Silver|Silver]] 17:34, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Maybe this article should be more general, perhaps titled Guilds?  I just got my first request - one from the mason's guild.  I don't see any requests or mandates in the mayors screen, though. I am not sure what triggered it.  I do know that my mason/engraver had &amp;quot;attend meeting&amp;quot; for a while, so I had to disable all his and the mayor's labors before they actually had a meeting.  Came ~1 yr after queen, version 40d--[[User:Kwieland|Kwieland]] 11:54, 24 February 2009 (EST)&lt;br /&gt;
:I created [[Masons Guild]]. [[User:Shoez|Shoez]] 05:05, 9 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masons_guild&amp;diff=48352</id>
		<title>Masons guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masons_guild&amp;diff=48352"/>
		<updated>2009-04-09T05:04:06Z</updated>

		<summary type="html">&lt;p&gt;Shoez: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of your nobles may state a mandate that you fulfill a certain number of jobs for the mason's guild. To satisfy the noble, your dwarves need to finish the prescribed number of a certain category of tasks at a masonry workshop. Some tasks are counted, some are not. The construction of rock blocks counts.&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11954</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11954"/>
		<updated>2009-04-08T03:53:17Z</updated>

		<summary type="html">&lt;p&gt;Shoez: /* Uses */  more troll floodgate info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]].&amp;lt;br&amp;gt;&lt;br /&gt;
They can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]).&amp;lt;br&amp;gt;&lt;br /&gt;
== Placement ==&lt;br /&gt;
Floodgates generally have to be built prior to flooding the area (obvious for [[magma]], isn't it?) but can still be built at a [[water]] level of 1/7.&lt;br /&gt;
&lt;br /&gt;
If there is no roof above a floodgate and water comes to it from a source with higher elevation, the water can spill over it. See the [[pressure]] article for more information.&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] often like to stand on the wrong side of the floodgate they are constructing so that they may conveniently decline any subsequent labor. They'll sit there with their feet propped up on a conveinent rock, twiddling their thumbs until such time as the floodgate is opened mechanically or deconstructed. To avoid this situation you should build something on the tile you ''don't'' want them to stand on, &amp;lt;tt&amp;gt;Suspend&amp;lt;/tt&amp;gt; its construction until the floodgate is complete, and &amp;lt;tt&amp;gt;Cancel&amp;lt;/tt&amp;gt; its construction when you're finished.&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
Floodgates have to be linked to [[lever]]s or [[pressure plate]]s to allow them to be opened and closed &amp;lt;s&amp;gt;remotely&amp;lt;/s&amp;gt; at all. An open floodgate also can be walked through, whereas a closed one can not.&lt;br /&gt;
Once activated, it will take approximately 100 steps for the floodgate to open or close: the same as [[bridge]]s.&lt;br /&gt;
&lt;br /&gt;
== Floodgates vs Magma ==&lt;br /&gt;
Closed floodgates of any material will resist magma, much like constructed [[wall]]s. However, once a [[magma]] floodgate is opened, the magma will flow though and destroy:&lt;br /&gt;
* the floodgate itself if it was not made of [[magma-safe materials]].&lt;br /&gt;
* the [[mechanism]] if it was not made of [[magma-safe materials]] ([[bauxite]] or [[raw adamantine]]), thus deconstructing the floodgate.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
A water floodgate connected to a [[river]] can be opened to create a shallow pool, then closed, the pool then be drained or allowed to evaporate. The resulting [[mud]] can be used for [[underground]] [[farm]]s. Standing water can be used for drinking, or sufficiently rushing water used as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
A floodgate can also be used to cover [[fortification]]s when they are not being used. This will prevent enemies from firing into your fort through the fortifications, and can be useful if your [[marksdwarf]]s arrive at the fortification one at a time.&lt;br /&gt;
&lt;br /&gt;
Unlike doors, floodgates can be built directly adjacent to each other; that is, floodgates do not require an adjacent wall. This allows [[channel]]s wider than two squares to be regulated. This characteristic also permits for the construction of &amp;quot;siege doors&amp;quot;, allowing areas wider than two tiles to be sealed off from the enemy. For instance, the three tile wide access point for a [[Trade Depot]] within the fortress can be closed down into a chokepoint with floodgates and a lever, giving your marksdwarves more of a chance to shoot invaders.&lt;br /&gt;
&lt;br /&gt;
Using floodgates to halt or reroute enemies must be planned carefully, as large creatures such as [[Troll]]s can destroy floodgates.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11953</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11953"/>
		<updated>2009-04-08T03:50:46Z</updated>

		<summary type="html">&lt;p&gt;Shoez: /* Uses */  trolls can destroy floodgates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]].&amp;lt;br&amp;gt;&lt;br /&gt;
They can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]).&amp;lt;br&amp;gt;&lt;br /&gt;
== Placement ==&lt;br /&gt;
Floodgates generally have to be built prior to flooding the area (obvious for [[magma]], isn't it?) but can still be built at a [[water]] level of 1/7.&lt;br /&gt;
&lt;br /&gt;
If there is no roof above a floodgate and water comes to it from a source with higher elevation, the water can spill over it. See the [[pressure]] article for more information.&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] often like to stand on the wrong side of the floodgate they are constructing so that they may conveniently decline any subsequent labor. They'll sit there with their feet propped up on a conveinent rock, twiddling their thumbs until such time as the floodgate is opened mechanically or deconstructed. To avoid this situation you should build something on the tile you ''don't'' want them to stand on, &amp;lt;tt&amp;gt;Suspend&amp;lt;/tt&amp;gt; its construction until the floodgate is complete, and &amp;lt;tt&amp;gt;Cancel&amp;lt;/tt&amp;gt; its construction when you're finished.&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
Floodgates have to be linked to [[lever]]s or [[pressure plate]]s to allow them to be opened and closed &amp;lt;s&amp;gt;remotely&amp;lt;/s&amp;gt; at all. An open floodgate also can be walked through, whereas a closed one can not.&lt;br /&gt;
Once activated, it will take approximately 100 steps for the floodgate to open or close: the same as [[bridge]]s.&lt;br /&gt;
&lt;br /&gt;
== Floodgates vs Magma ==&lt;br /&gt;
Closed floodgates of any material will resist magma, much like constructed [[wall]]s. However, once a [[magma]] floodgate is opened, the magma will flow though and destroy:&lt;br /&gt;
* the floodgate itself if it was not made of [[magma-safe materials]].&lt;br /&gt;
* the [[mechanism]] if it was not made of [[magma-safe materials]] ([[bauxite]] or [[raw adamantine]]), thus deconstructing the floodgate.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
A water floodgate connected to a [[river]] can be opened to create a shallow pool, then closed, the pool then be drained or allowed to evaporate. The resulting [[mud]] can be used for [[underground]] [[farm]]s. Standing water can be used for drinking, or sufficiently rushing water used as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
A floodgate can also be used to cover [[fortification]]s when they are not being used. This will prevent enemies from firing into your fort through the fortifications, and can be useful if your [[marksdwarf]]s arrive at the fortification one at a time. However, large creatures such as [[Troll]]s can destroy floodgates, so they should not be considered as &amp;quot;tough&amp;quot; as rock walls.&lt;br /&gt;
&lt;br /&gt;
Unlike doors, floodgates can be built directly adjacent to each other; that is, floodgates do not require an adjacent wall. This allows [[channel]]s wider than two squares to be regulated. This characteristic also permits for the construction of &amp;quot;siege doors&amp;quot;, allowing areas wider than two tiles to be sealed off from the enemy. For instance, the three tile wide access point for a [[Trade Depot]] within the fortress can be closed down into a chokepoint with floodgates and a lever, giving your marksdwarves more of a chance to shoot invaders.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shoez&amp;diff=48288</id>
		<title>User:Shoez</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shoez&amp;diff=48288"/>
		<updated>2009-04-03T02:27:53Z</updated>

		<summary type="html">&lt;p&gt;Shoez: Created page with '[http://www.flickr.com/photos/shoe3482/sets/72157615959321484/]'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.flickr.com/photos/shoe3482/sets/72157615959321484/]&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24205</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24205"/>
		<updated>2009-04-03T02:27:13Z</updated>

		<summary type="html">&lt;p&gt;Shoez: /* Mounts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
&lt;br /&gt;
:I had 3 goblin snatchers show up at a population of 40 dwarves and created wealth of 63,793 (v0.27.169.33g). --[[User:Frond|Frond]] 22:17, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think that the trigger amount is off by a bit- I just received my first siege, by goblins, at 57 population and about 411,000 wealth. --[[User:Linktoreality|Linktoreality]] 04:58, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing at 50 pop cap (performance reasons) and in 6 game-years of play + 2mil wealth I haven't had any sieges yet. --[[User:Alpha|Alpha]] 17:14, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
:Oh snap, it's the Mongols. --[[User:Zchris13|Zchris13]] 14:48, 7 March 2009 (EST)&lt;br /&gt;
::More like the Iranians(or Persians if you like)[http://en.wikipedia.org/wiki/Parthian_shot] [[User:Shoez|Shoez]] 02:27, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siege as a blockade == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My last few goblin seiges, have been actual seiges, instead of running around into my traps. The first of 3 squads ran in, about half fell victim to my traps, then ran, then the other 2 squads have been just waiting outside my fort, for 3 months and counting. [[User:OmegaX]] 15-September-2008&lt;br /&gt;
:Just to check, you didn't do anything that would break their pathfinding like triggering cave-ins, locking doors, or raising bridges? -[[User:Fuzzy|Fuzzy]] 14:41, 15 September 2008 (EDT)&lt;br /&gt;
They left after a season, but there were no pathfinding issues, the fort was open, just waiting for them. --[[User:OmegaX|OmegaX]] 21:10, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I agree.  Traps are a great thing.  I also save VERY often, and when a siege occurs, I will 'force quit' and revert to a previously saved game.         Then I make all my dwarves soldiers and give them time to pick up their equipment. This has proven very successful.--[[User:Keesto|Keesto]] 23:46, 5 September 2008 (EDT) Later...I have found that traps are the best/only defense.  I have set up about 200 cage traps around the map, and also 20 stone fall traps around the entrances. Soldiers are only useful to me now when I release the goblins from their cages- in confined spaces -for a mass slaughter.  Very satisfying.&lt;br /&gt;
&lt;br /&gt;
== Human Leader / Mercenary? ==&lt;br /&gt;
&lt;br /&gt;
I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?&lt;br /&gt;
:Confirmed: third siege. One of invaders is Human Macelord. He is a best attraction at my zoo right now :). Think, i'll add this. Whoops... someone already has :)--[[User:Dorten|Dorten]] 23:33, 16 January 2008 (EST)&lt;br /&gt;
::My roommate had one in a group of ambushers.  He was wearing a human leather earring, so that's lovely ;) --[[User:FloodSpectre|FloodSpectre]] 20:04, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nifty defense plan ==&lt;br /&gt;
&lt;br /&gt;
On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)&lt;br /&gt;
&lt;br /&gt;
Something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
########&lt;br /&gt;
=bolts=#&lt;br /&gt;
######@#&lt;br /&gt;
     +@#   g&lt;br /&gt;
     +@# g&lt;br /&gt;
   g +@#   &amp;lt;- goblins on ground floor come this way&lt;br /&gt;
     +@#  g&lt;br /&gt;
     +@#    g&lt;br /&gt;
######@# g&lt;br /&gt;
=bolts=#&lt;br /&gt;
########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 23:23, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I recently tried a system like that, where the entrance hall is two floors tall, and I have a marksdwarf barracks on the floor above. They shoot plenty of goblins, and of course I have about 60 stonefall traps there too. I watched laughing as 66% of the goblins thought &amp;quot;AAAH RUN AWAY&amp;quot; and they retreated like sissies :D --[[User:AlexFili|AlexFili]] 11:25, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stealth Sieges ==&lt;br /&gt;
&lt;br /&gt;
It seems that in the new version that sieges don't give announcements anymore. I was still getting my fortress together when one of my woodcutters was ambushed by 10 or so goblins. They proceeded to charge my fort and get killed by the merchants and dogs. Then like 30 seconds later the second wave appeared unannouced at my door. The merchants were in no shape to stand against them and the dogs were all dead. --[[User:Ikkonoishi|Ikkonoishi]] 15:31, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This sounds more like an [[Ambush|ambush]] than a siege. I've had four seemingly seperate goblin ambush squads all assault my fortress at the same time (four seperate &amp;quot;An ambush! Curse them!&amp;quot;s), each of which was a lot more dangerous than my first siege! -- [[User:Raumkraut|Raumkraut]] 13:00, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quote from toady, december 27 ==&lt;br /&gt;
(so maybe parts of it changed)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Humans and elves will come some time after they are angry enough at you.&lt;br /&gt;
&lt;br /&gt;
Kobolds will start sending thieves once your pop hits 20 or you've traded a bit (value 500) or you've produced a bit more (value 5000). If they successfully steal objects, they'll come back with more thieves, and if they continue to be successful, they'll bring (buggy) archers. The power of the next attack is based only on how many objects were stolen during the last raid. They'll start sending archers if three or more objects are stolen.[]..they can send as many as 17 thieves and 36 archers, but this is incredibly unlikely. If the stolen object number is five or more, they'll start sending important historical figures.&lt;br /&gt;
&lt;br /&gt;
Goblins start sending kidnappers when your population has hit 50 or you have traded a bit or produced a bit more (5x the kobold numbers). Once your population hits 80, they'll start to send more serious attacks instead of kidnappers on occasion. The numbers sent during the serious attacks depend only on how many attacks you've been through. If they have mounts or monsters(trolls?), they'll start using them on the second attack, with multiple monster packs on the third. Important historical figures also come with the third attack, but master weapon users can come on the second. Important kidnappers come on the second kidnapping attempt.&lt;br /&gt;
&lt;br /&gt;
All of this will be obsolete once I get the armies working properly on the world map, though there will still have to be some artificial mechanism in place to stop early forts from being wiped out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Good, then I shall start war with the elves because there are no goblins.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:22, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Human Sieges ==&lt;br /&gt;
&lt;br /&gt;
I am, right now in v0.28.181.39b, being besieged by about 14 humans, one of which is on a horse carrying a bow. &amp;quot;An enemy is laying siege&amp;quot; or some such came up instead of the usual &amp;quot;A vile force of darkness has arrived&amp;quot;. Even stranger is that they built ''A Campfire'' and are just milling about around it. There is a clear path straight into the heart of my fortress. There is no sign of war on the civ screen. -[[User:Namako|Namako]] 09:21, 22 July 2008 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;It's even worse than that! They're actually doing siege tactics - they sit in their camp until someone goes outside, at which point they all set off to kill that poor sot. Then they return to camp. If it's not outside, they don't care. They also don't seem to be affected by any of my traps. -[[User:Namako|Namako]] 11:52, 22 July 2008 (EDT)&lt;br /&gt;
:just wait until the campfire has burned down and then they will move to the fortress as the goblins do. It might take a while, so no need for hurry. I only had two human sieges in my current fortress until now, but they seem to increase in numbers as the goblins do.&lt;br /&gt;
:*first year: ~10 humans, not mounted, campfire&lt;br /&gt;
:*second year: ~20 humans, 2 squads, mounted. 1 squad with campfire, the second one just waited and had no campfire. After a while, they moved to the fortress, but not both squads at once.&lt;br /&gt;
&lt;br /&gt;
:In my case (v0.28.181.39c), they were affected by my 2 weapon traps. At least at the second siege when they were mounted, during the first one when they had no horses, I had no traps, so I don't know if this has an effect.&lt;br /&gt;
&lt;br /&gt;
:The text of the human siege is &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: In my fort the human guild representative died and once a caravan was slaughtered by an ambush. &lt;br /&gt;
:[[User:Imajia|Imajia]] 18:24, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::now in the 3rd year, a human diplomat arrived instead of the next siege and he offers the following options:&lt;br /&gt;
::''Peace is calling out to us. How do you respond?''&lt;br /&gt;
::Enter: ''I hear her voice. Let us stop this war.''&lt;br /&gt;
::Space: ''We will drown her out with the screams of your dying. Begone.''&lt;br /&gt;
&lt;br /&gt;
::As I'm a beginner, as far as wikis are concerned, it would be nice if someone could update the article. &lt;br /&gt;
::[[User:Imajia|Imajia]] 12:34, 24 July 2008 (EDT)&lt;br /&gt;
:::I've added it in, although I'm also a n00b at this wiki stuff, and kept forgetting important stuff. -[[User:Namako|Namako]] 14:22, 25 July 2008 (EDT)&lt;br /&gt;
::::thanks. As there aren't many reports about human sieges right now, it is a good start. -[[User:Imajia|Imajia]] 03:09, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I have also received a human siege (v0.28.181.39e). Accidentally had the merchant diplomat locked in my fort - he 'left unhappy' (but he and the caravan were otherwise unscathed.) First summer - 10 unmounted humans; second summer - 50 humans, all mounted. Their campfire died down in Fall - it is now mid-Winter and they still haven't entered my fort. Instead they ride their horses in circles outside my gate. I have tried to bait them with expendable dwarfs but they just take them out with crossbows. Dwarven caravan did not even attempt to come in the Fall; also, no goblins or kobolds have dared to raid during the siege. All in all, a pretty effective siege as I do not have yet a military capable of attacking. (3rd year of fort). By the way, when the first siege force arrived I had fewer than 80 dwarves.&lt;br /&gt;
:[[User:Pavlov|Pavlov]] 21:27, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guild rep died somehow, not really sure what caused it, though my relations before that were fairly good with the humans, aside from a caravan seize once, and when they came back I gave them gifts and large profit margins. Anyways, now theres a seige, I dont see a campfire, but they're definately waiting, eventually they marched into my fort, AVOIDING all the non-cage TRAPS. Cage traps got a few, but they evaded my corridor with 20 weapon traps, and 40+ Stone-fall traps, all loaded and ready. Without a single injury. --[[User:OmegaX|OmegaX]] 02:13, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I remember something about the human merchants and/or guild representatives looking at traps when visiting the fortress, and making them useless against the human siegers. Great ! Now we have Human spies and diplomats, Goblins blitzkrieg, Kobold snipers and Elven commando. Can't wait for Elephant paratroopers and Giant cave spider artillery. [[User:Timst|Timst]] 16:21, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Operation Dumbo Drop and Starship Troopers?--[[User:Maximus|Maximus]] 17:27, 25 October 2008 (EDT)&lt;br /&gt;
::::[http://www.schlockmercenary.com/d/20081211.html Rule 11: Everything is air-droppable at least once] --[[User:Juckto|Juckto]] 08:21, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Avoidable? ==&lt;br /&gt;
&lt;br /&gt;
I just had my first siege in my current fortress, and happened to save right before it started, like 1 or 2 steps before. The goblins killed all of the dwarven caravan that they arrived with, so I reloaded and there was no siege. I haven't been very long in this no-siege alternative univers, so I want to know if it will happen slightly later, or if I have avoided it completely. [[User:Destor|Destor]] 21:39, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I just got ambushed, with an elite bowman along with the group, nut definitely not as many goblins as the siege.this is kinda weird. [[User:Destor|Destor]] 21:48, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What about constructed walls? ==&lt;br /&gt;
&lt;br /&gt;
The page says trolls will smash all buildings. But what about constructed walls? The Construction page says constructed walls/floors act as inert terrain objects. --[[User:Xonara|Xonara]] 05:10, 24 October 2008 (EDT)&lt;br /&gt;
:[Building Destroyer]s like trolls ignore constructs like walls and floors, they only smash things like doors and bridges. [[User:HeWhoIsPale|HeWhoIsPale]] 09:22, 24 October 2008 (EDT)&lt;br /&gt;
::Ok, thanks. That was causing me some confusion. --[[User:Xonara|Xonara]] 17:34, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could someone update my add-on about megabeasts? It was lacking info about them but it's pretty general right now. --[[User:Squeegy|Squeegy]] 16:30, 1 November 2008 (EDT)&lt;br /&gt;
:Could use an update, indeed!  It's verified in the advanced world gen parameters that world generation stop is based on percentage of surviving megabeasts (default 80%), and that number can be modified when creating a world with advanced parameters (I myself typically lower it to 60%, in hopes of more roving hydras for my fortress to face).  I would also write a few words about cage traps and the dangers they present to a fortress, as I once had a caged titan break out of his cage and lay waste to the inner sanctum of a fortress.  --[[User:Eddie|Eddie]] 17:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Megabeast Trigger ===&lt;br /&gt;
&lt;br /&gt;
So, I'm in my 9th year with a population of 79 and haven't seen a megabeast yet, despite over 5 million in fortress wealth.  I'd say the trigger has to be population and not wealth.  --[[User:Squirrelloid|Squirrelloid]] 02:50, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mining ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for a human siege to mine into your base? I've played around in adventure mode and seen (and killed) a few human miners, so I was wondering if the humans were ever smart enough to bring one along and tunnel into your base. [[User:Milskidasith|Milskidasith]] 10:42, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Not yet, unfortunately. Rock walls and constructions of any type remain impervious. They can't fill in dry moats yet, either. Fortunately for the humans, a dwarf fortress can't survive indefinitely without imports, migrants, or fresh lumber, and human besiegers tend to be more cautious than goblins, so they can still endanger your survival indirectly. --[[User:Navian|Navian]] 12:36, 9 November 2008 (EST)&lt;br /&gt;
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:Currently my fortress is pretty well self sustaining, though due to pathfinding errors my dwarves refuse to take the inside stairs to my exploratory mining chamber. I'm at my population cap (130) and my food and drinks are fairly stable at 200 seeds, 500 alcohol, 600~700 prepared meals, and 300 plants. At the very least, I'm (very lucky to be) prepared for the next human siege (the first one was a group of pansies who managed to get killed without me noticing (long story short, I assigned my squads to a mountain near the humans for the high ground, and some crossbowdwarves went around the long way and shot their way through the humans (who didn't have any crossbowmen, at least not after the first volley of dwarven bolts) and left only a few for cleanup.&lt;br /&gt;
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:Oh, did I mention my ''War [[Giant eagle]]?'' The thing kicks MAJOR ass. [[User:Milskidasith|Milskidasith]] 16:53, 9 November 2008 (EST)&lt;br /&gt;
::You can't have a war giant eagle.  Dogs are the only thing that can be trained to war animals.  Brag if you like, we all do it, but don't lie. --[[User:ThunderClaw|ThunderClaw]] 17:16, 9 November 2008 (EST)&lt;br /&gt;
::: I edited the raws to make it trainable. And don't say that can't be done, they tell you how to do it (for elephants, but still) on this very Wiki.[[User:Milskidasith|Milskidasith]] 17:19, 9 November 2008 (EST)&lt;br /&gt;
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::::War eagles do sound pretty cool.  Do their heads always face left, by the way?[http://www.snopes.com/history/american/turnhead.asp]--[[User:Maximus|Maximus]] 17:42, 9 November 2008 (EST)&lt;br /&gt;
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:::::Actually, I thought more along the lines of the SCREAMIN EAGLES! reference from Valve (it's what you get if you have feedback rank 10 on Steam, and the soldier shouts it in TF2, but I can't remember where it came from). You want to know the eagle's name, by the way? Tribeflags. Yeah, it's kind of a lame name, bu&lt;br /&gt;
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''The above poster was found with this edit partially made, brutally mauled by a large bird like creature. If you wish to contact this person, consult the nearest dwarven shaman or bonespeaker. Thank you. '''Dwarven office of half finished notes cut short by death.''    [[User:Milskidasith|Milskidasith]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
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==Goblin Morale==&lt;br /&gt;
Does anyone else find that the goblins have really bad moral? I just had 4 squads run away, because 3 goblins died. That wasn't even half a squad, and I really wanted the iron. Any thoughts on why they are so cowardly? [[User:Dangerous Beans|Dangerous Beans]] 21:02, 4 December 2008 (EST)&lt;br /&gt;
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:It might be dependent on whether the squad leader gets killed.  Hard to tell, though -- most battles are pretty chaotic.--[[User:Maximus|Maximus]] 22:11, 4 December 2008 (EST)&lt;br /&gt;
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::That might be it, the squad leader was the first to be cut in half by a trap :D [[User:Dangerous Beans|Dangerous Beans]] 00:42, 5 December 2008 (EST)&lt;br /&gt;
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:::ah, i was wondering why half of 'em ran off. 3 squads of goblins, two of about 10 and a main one of 15. after the first two had been anhialated (literally. not a scratch on any of my 20-strong crew), the larger squad started running away (or, diverted their path off to one side of the map, away from my fort), and the 'SIEGE' in the corner disappeared. but.. you'd have thought the leader would be in the main squad, right? it was a squad of 4 lashers (whip-users) and 11 wrestlers, with a single 'goblin spearmaster'.&amp;lt;br&amp;gt;how can you tell who's the leader? and is it useful to chase them off? (apart from the obvious iron and such) perhaps stopping them coming back next time as part of a larger squad? --[[User:DJ Devil|DJ Devil]] 11:44, 7 March 2009 (EST)&lt;br /&gt;
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== Siegers Listen to Orders ==&lt;br /&gt;
I can make my human siegers wait or not by changing orders;  if dwarves are allowed to go outside, they will approach any usable entrances, but if I tell them to bunker down, they bugger off back to their campfires.  &amp;quot;Pet Doors&amp;quot;(forbidden, pet-passable) are useful for this, since they allow siegers to approach but don't let dwarves outside to die.&lt;br /&gt;
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==I Said Stay Inside!==&lt;br /&gt;
So I've taken the ramps off of a pair of hills, making them into circular towers of natural stone. Then I connected them with a wall. I put a door with a bridge over it to let me get through, and set it up so I could retract the bridge and isolate the second hill if necessary. I built a food stockpile and a meeting hall under the second hill. Then some goblins laid siege. I told the dwarves to stay inside. A squad of bowgoblins walked over to my wall. I didn't think this was a problem, until i started getting messages about dwarves bleeding to death. They were running across the wall to get to my backup food stockpile and meeting hall. Apparently they thought &amp;quot;I can't go outside, but the meeting hall isn't outside, so I should be ok to walk across this narrow walkway, completely exposing my silhouette to enemy fire. Y'know what, I'll take my baby with me.&amp;quot; The only good thing was that the goblins were so busy shooting at my helpless dwarves and their pets that my pair of champion melee fighters were able to tear their flank a new one. Something should probably be updated to reflect that this can happen, but I don't know what and how. For now, I'll be widening the walls and lining them with fortifications. That should make them able to make the trip without dying, at least.--[[User:Pyrite|Pyrite]] 07:49, 13 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Barrel&amp;diff=11449</id>
		<title>40d Talk:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Barrel&amp;diff=11449"/>
		<updated>2008-04-18T21:56:29Z</updated>

		<summary type="html">&lt;p&gt;Shoez: Barrels not used for food?&lt;/p&gt;
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&lt;div&gt;Not sure exactly what we should have in this article. I'm taking out info on alcohol and putting that into its own article, but Mix Food might be noted on the Orders page. I'm moderately sure that I'm right about this order, but I may not have tested sufficiently - change it if you decide otherwise.&lt;br /&gt;
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== Barrels not used for food? ==&lt;br /&gt;
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I have a food stockpile near my dining room, and a furniture stockpile near my crafters. The food in the food stockpile appears to be dumped on the floor, while spare barrels sit in the furniture stockpile. How can I fix this? [[User:Shoez|Shoez]] 17:56, 18 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27176</id>
		<title>40d Talk:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kitchen&amp;diff=27176"/>
		<updated>2008-04-14T07:09:41Z</updated>

		<summary type="html">&lt;p&gt;Shoez: &amp;quot;job item lost or destroyed&amp;quot;&lt;/p&gt;
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&lt;div&gt;What makes something &amp;quot;minced?&amp;quot; And what are the values for each type of prepared meal? [[User:Schm0|Schm0]] 07:34, 18 November 2007 (EST)&lt;br /&gt;
:&amp;quot;Minced&amp;quot; is simply a description of food items that get added to a meal. If a cook grabs a plump helmet and a turtle, the resulting meal would be described as having &amp;quot;minced plump helmet&amp;quot; and &amp;quot;minced turtle&amp;quot;, or &amp;quot;finely minced&amp;quot; etc. based on the skill of the cook. [[User:Rpb|Rpb]] 12:48, 18 November 2007 (EST)&lt;br /&gt;
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== Best way to boost skill? ==&lt;br /&gt;
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Given that lavish meals will usually clutter the kitchen due to number of ingredients, what's the best way to boost a cook's skill? Repeatedly make easy or lavish meals? In fact, do the various levels of meal give different XP? [[User:Runspotrun|Runspotrun]] 01:37, 20 November 2007 (EST)&lt;br /&gt;
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Never mind! Answered in [[Cook]]. [[User:Runspotrun|Runspotrun]] 01:38, 20 November 2007 (EST)&lt;br /&gt;
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== &amp;quot;job item lost or destroyed&amp;quot; ==&lt;br /&gt;
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My repeated &amp;quot;cook fine meal&amp;quot; or &amp;quot;cook easy meal&amp;quot; tasks keep getting halted when the cook loses or destroys the food he is trying to cook. Is this a result of some flaw in my fortress? [[User:Shoez|Shoez]] 03:09, 14 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39954</id>
		<title>40d Talk:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Manager&amp;diff=39954"/>
		<updated>2008-04-11T22:46:17Z</updated>

		<summary type="html">&lt;p&gt;Shoez: New page: Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. ~~~~&lt;/p&gt;
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&lt;div&gt;Why don't certain jobs show up on the management screen? I can't find plant seeds or fell trees. [[User:Shoez|Shoez]] 18:46, 11 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Rooms&amp;diff=39953</id>
		<title>Category talk:Rooms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Rooms&amp;diff=39953"/>
		<updated>2008-04-11T18:40:34Z</updated>

		<summary type="html">&lt;p&gt;Shoez: Armory?&lt;/p&gt;
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&lt;div&gt;== Armory? ==&lt;br /&gt;
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Is armory a room type? What is it all about? [[User:Shoez|Shoez]] 14:40, 11 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24673</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24673"/>
		<updated>2008-04-08T03:00:52Z</updated>

		<summary type="html">&lt;p&gt;Shoez: Ridding myself of vermin in traps&lt;/p&gt;
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&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Does this work? Does it work agains the hoary marmots that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)&lt;br /&gt;
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== Ridding myself of vermin in traps ==&lt;br /&gt;
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I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? [[User:Shoez|Shoez]] 23:00, 7 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1718</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1718"/>
		<updated>2008-04-05T19:57:12Z</updated>

		<summary type="html">&lt;p&gt;Shoez: Doors for wagons?&lt;/p&gt;
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&lt;div&gt;The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
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Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
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: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
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: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
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I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
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The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
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::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
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I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
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So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
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== Doors for wagons? ==&lt;br /&gt;
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When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shoez</name></author>
	</entry>
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