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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThVaz</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ThVaz"/>
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	<updated>2026-04-12T17:39:43Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13949</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13949"/>
		<updated>2008-02-20T19:48:09Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Leadership&lt;br /&gt;
* Listen to complains&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] becomes the Mayor.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's dwarves may elect a new Mayor, who will demand the rooms accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms.&lt;br /&gt;
&lt;br /&gt;
The Mayor will listen to complains of the other dwarves - this will get them a happy [[thought]], while giving the mayor an unhappy one.&lt;br /&gt;
&lt;br /&gt;
Probaly the ammount of [[friends]] of a dwarf is the main factor on his election to the office of Mayor.&lt;br /&gt;
&lt;br /&gt;
It is possible for a dwarf with no [[Social skills]] to be elected over a dwarf who has them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13948</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13948"/>
		<updated>2008-02-20T19:45:29Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: added small info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Leadership&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] becomes the Mayor.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's dwarves may elect a new Mayor, who will demand the rooms accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms.&lt;br /&gt;
&lt;br /&gt;
Probaly the ammount of [[friends]] of a dwarf is the main factor on his election to the office of Mayor.&lt;br /&gt;
&lt;br /&gt;
It is possible for a dwarf with no [[Social skills]] to be elected over a dwarf who has them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30889</id>
		<title>40d:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30889"/>
		<updated>2008-02-20T13:52:16Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attending Parties ==&lt;br /&gt;
&lt;br /&gt;
If you have a [[Meeting hall]] designated from a table ([[dining room]]), a cage ([[zoo]]), a [[well]], or a [[statue]] ([[Sculpture garden]]), dwarves will often throw parties there and many of your precious productive workers will now display the status &amp;quot;Attending Party.&amp;quot; This has benefits, in that dwarves will get happy thoughts from admiring fine or finely placed [[statues]], [[cage]]s, will make friends and will develop their social skills but it may slow down your fortress' work as they idly hang-out, sometimes for more than a [[season]].&lt;br /&gt;
&lt;br /&gt;
Dwarves attending a party will sometimes make friends with each other. You can see the friends of a dwarf in the [[Relationships]] screen. Dwarves get happy [[thoughts|thought]] from making a new friend and talking to an existing friend. An unhappy thought is produced on the death of a friend, and a severe unhappy thought is produced if the friend's corpse is not buried quickly and rots.&lt;br /&gt;
&lt;br /&gt;
Funnily, dwarfs usually cancel party attendance to get a drink or some food. Despite their numerous desperate attempts they obviously know next to nothing about how to roll in style.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31001</id>
		<title>40d Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31001"/>
		<updated>2008-02-20T13:49:14Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nobody ever gets shown as &amp;quot;attend party&amp;quot; as their job except for the guy who initiated it.. for me anyway... but i have noticed that the host can still make friends with the people idling there seeing as they normally hold it in a meeting place, where everyone with no job goes... [[User:Twiggie|Twiggie]] 08:51, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm reasonably sure that only dwarves who are idle for extended periods start parties - can anyone confirm or deny this? --[[User:TangoThree|TangoThree]] 14:30, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I vehemently deny. They dont start parties in the middle of a job, but apart from that they will still party when they know very well that a lot of work is waiting for them (38a). --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
There is dispute then. Dwarves with jobs to do spend in parties only the time they would already spend on &amp;quot;On Break&amp;quot;. Toady One already stated this sometime ago. I will make a search on the forums. From my experience, parties don't bring production to a halt, like the article says. It is a low priority &amp;quot;job&amp;quot;.--[[User:ThVaz|ThVaz]] 08:48, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== cancel ==&lt;br /&gt;
&lt;br /&gt;
I once succeeded to kill a party right at the start. I locked down the room before anyone entered it and removed the meeting zone. One of these caused a message &amp;quot;Febubal (lazy bastard) cancels attend party, no floor space&amp;quot;. --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Closing the door(s) does the trick. I am now going to dismantle my entire dining hall &amp;gt;;r - somehow i can't keep them from partying though all meeting zones are gone. --[[User:Koltom|Koltom]] 12:23, 15 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31000</id>
		<title>40d Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Party&amp;diff=31000"/>
		<updated>2008-02-20T13:48:07Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nobody ever gets shown as &amp;quot;attend party&amp;quot; as their job except for the guy who initiated it.. for me anyway... but i have noticed that the host can still make friends with the people idling there seeing as they normally hold it in a meeting place, where everyone with no job goes... [[User:Twiggie|Twiggie]] 08:51, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm reasonably sure that only dwarves who are idle for extended periods start parties - can anyone confirm or deny this? --[[User:TangoThree|TangoThree]] 14:30, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I vehemently deny. They dont start parties in the middle of a job, but apart from that they will still party when they know very well that a lot of work is waiting for them (38a). --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== cancel ==&lt;br /&gt;
&lt;br /&gt;
I once succeeded to kill a party right at the start. I locked down the room before anyone entered it and removed the meeting zone. One of these caused a message &amp;quot;Febubal (lazy bastard) cancels attend party, no floor space&amp;quot;. --[[User:Koltom|Koltom]] 11:29, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Closing the door(s) does the trick. I am now going to dismantle my entire dining hall &amp;gt;;r - somehow i can't keep them from partying though all meeting zones are gone. --[[User:Koltom|Koltom]] 12:23, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
There is dispute then. Dwarves with jobs to do spend in parties only the time they would already spend on &amp;quot;On Break&amp;quot;. Toady One already stated this sometime ago. I will make a search on the forums. From my experience, parties don't bring production to a halt, like the article says. It is low priority &amp;quot;job&amp;quot;.--[[User:ThVaz|ThVaz]] 08:48, 20 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=27313</id>
		<title>40d:Tax collector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tax_collector&amp;diff=27313"/>
		<updated>2008-02-20T11:12:11Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Tax Collector&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Modest Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=None&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Unknown{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Enable economy{{Verify}}&lt;br /&gt;
}}&lt;br /&gt;
Upon receiving this noble{{verify}} from immigration, the [[Dwarven Economy]] begins and you can now construct [[Shop]]s.&lt;br /&gt;
&lt;br /&gt;
The Tax Collector will sometimes collect taxes from the dwarves - this taxes are supposed to go to the nobles, as the Tax Collector get a happy [[thought]] for pleasing a noble when doing so. He will  usually be escorted by a [[Royal Guard]] when doing his job.&lt;br /&gt;
&lt;br /&gt;
The trigger for the arrival of the Tax Collector is unknown{{verify}}, but it's not the minting of coins; possibly created or exported wealth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quest&amp;diff=21355</id>
		<title>40d:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quest&amp;diff=21355"/>
		<updated>2008-02-20T10:43:26Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quests in [[adventure mode]] can be obtained from leaders in settlements (mayors or civilization leaders). Civilization leaders will give harder quests than mayors.&lt;br /&gt;
&lt;br /&gt;
Quests can be:&lt;br /&gt;
*Killing a hostile creature at a particular cave, ruin, camp, etc.&lt;br /&gt;
&lt;br /&gt;
Rewards can be:&lt;br /&gt;
*Having your character's kill recorded in legends.&lt;br /&gt;
*After many kills of those creatures your character will earn a title of good, if he doesn't already have a title already.&lt;br /&gt;
*You character will be affiliated with the entity you solve the quest ([[town]] or [[civilization]])&lt;br /&gt;
*Other than that, nothing else that'll benefit your character besides the experience gained from the kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Finding a quest location =&lt;br /&gt;
&lt;br /&gt;
The location of a quest can be found quite easily on the Travel screen. Once in the location, you can use the minimap to know the general direction of the feature entrance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:ThVaz&amp;diff=37779</id>
		<title>User:ThVaz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:ThVaz&amp;diff=37779"/>
		<updated>2008-02-20T10:36:40Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ThVaz cancels editing DwarfFortressWiki: playing Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:ThVaz&amp;diff=37778</id>
		<title>User:ThVaz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:ThVaz&amp;diff=37778"/>
		<updated>2008-02-20T10:36:29Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: New page: ThVaz cancels editinf DwarfFortressWiki: playing Dwarf Fortress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ThVaz cancels editinf DwarfFortressWiki: playing Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37768</id>
		<title>40d Talk:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37768"/>
		<updated>2008-02-20T10:35:36Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was attacked by these guys in my fortress, and the attacks seemed to co-incide with a kobold raid, are they actually smart enough for diplomacy or was it a coincidence? (around 10 of them, 3 kobold thieves, good practice for my new military) ---Major&lt;br /&gt;
&lt;br /&gt;
It was coincidence they attacked at same time--[[User:ThVaz|ThVaz]] 05:35, 20 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30887</id>
		<title>40d:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30887"/>
		<updated>2008-02-20T10:33:19Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attending Parties ==&lt;br /&gt;
&lt;br /&gt;
If you have a [[Meeting hall]] designated from a table (a [[dining room]]), a cage ([[zoo]]), a well ([[Meeting hall]]), or a [[statue]] ([[Sculpture garden]]), dwarves will often throw parties there and many of your precious productive workers will now display the status &amp;quot;Attending Party.&amp;quot; This has benefits, in that dwarves will get happy thoughts from admiring fine or finely placed [[statues]], [[cage]]s, will make friends and will develop their social skills but it may slow down your fortress' work as they idly hang-out, sometimes for more than a [[season]].&lt;br /&gt;
&lt;br /&gt;
Parties are often throw when there are lack of jobs for some dwarves. The priority for joining a party is quite low if the dwarf in question has work to do.&lt;br /&gt;
&lt;br /&gt;
Dwarves attending a party will sometimes make friends with each other. You can see the friends of a dwarv in the [[Relationships]] screen.Dwarves get happy [[thoughts|thought]] from making a new friend and talking to an existing friend. An unhappy thought is produced on the death of a friend, and a severe unhappy thought is produced if the friend's corpse is not buried quickly and rots.&lt;br /&gt;
&lt;br /&gt;
Funnily, dwarfs usually cancel party attendance to get a drink or some food. Despite their numerous desperate attempts they obviously know next to nothing about how to roll in style.&lt;br /&gt;
&lt;br /&gt;
Parties can be canceled by &amp;quot;Free&amp;quot;ing the room.  Even if you immediately recreate the room the party goers will disperse.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30886</id>
		<title>40d:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Party&amp;diff=30886"/>
		<updated>2008-02-20T10:32:08Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: added info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attending Parties ==&lt;br /&gt;
&lt;br /&gt;
If you have a [[Meeting hall]] designated from a table (a [[dining room]]), a cage ([[zoo]]), a well ([[Meeting hall]]), or a [[statue]] ([[Sculpture garden]]), dwarves will often throw parties there and many of your precious productive workers will now display the status &amp;quot;Attending Party.&amp;quot; This has benefits, in that dwarves will get happy thoughts from admiring fine or finely placed [[statues]], [[cage]]s, will make friends and will develop their social skills but it may slow down your fortress' work as they idly hang-out, sometimes for more than a [[season]].&lt;br /&gt;
&lt;br /&gt;
Parties are often throw when there are lack of jobs for some dwarves. The priority for joining a party is quite low if the dwarf in question has work to do.&lt;br /&gt;
&lt;br /&gt;
Dwarves attending a party will sometimes make friends with each other. You can see the friends of a dwarv in the [Relationships] screen.Dwarves get happy [[thoughts|thought]] from making a new friend and talking to an existing friend. An unhappy thought is produced on the death of a friend, and a severe unhappy thought is produced if the friend's corpse is not buried quickly and rots.&lt;br /&gt;
&lt;br /&gt;
Funnily, dwarfs usually cancel party attendance to get a drink or some food. Despite their numerous desperate attempts they obviously know next to nothing about how to roll in style.&lt;br /&gt;
&lt;br /&gt;
Parties can be canceled by &amp;quot;Free&amp;quot;ing the room.  Even if you immediately recreate the room the party goers will disperse.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36427</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36427"/>
		<updated>2008-02-19T18:11:45Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: /* Active Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ambush is a sudden event in Fortress mode when a small force of enemy humanoids attempts to attack your fortress.  While smaller in scope than a full siege, ambushes are not related to the number of dwarves in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves.  It is announced with various messages: &amp;quot;An Ambush!  Curse them!&amp;quot;, &amp;quot;Ambush!&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
As of 38a, they are exceptionally dangerous.&lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send a small force of attackers between the ranges of 4-8 soldiers{{Verify}}.  These forces are frequently led by one goblin with superior statistics and skill, and he is always of a different troop of the rest.  If the leading goblin is killed, the rest of the squad will flee.&lt;br /&gt;
&lt;br /&gt;
Usually they send more than one squad at once - up to 4 squads, each with his own leader. These squads may be from different goblin towers{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be stopped and defeated by simple [[cage trap|cage]] or [[weapon trap|weapon]] traps.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[human]]s will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[elves]] will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].) The building of small towers over the map with only underground acess for your marksdwarves is proven to be very effective against ambushes.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy crossbowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, are likely to be ineffective against ambushes as a sudden ambush will likely be close enough to scare away the civilian siege operators&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the ambushers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] ambushes without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop ambushers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during an ambush. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the ambush, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36426</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36426"/>
		<updated>2008-02-19T18:02:26Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: /* Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ambush is a sudden event in Fortress mode when a small force of enemy humanoids attempts to attack your fortress.  While smaller in scope than a full siege, ambushes are not related to the number of dwarves in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves.  It is announced with various messages: &amp;quot;An Ambush!  Curse them!&amp;quot;, &amp;quot;Ambush!&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
As of 38a, they are exceptionally dangerous.&lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send a small force of attackers between the ranges of 4-8 soldiers{{Verify}}.  These forces are frequently led by one goblin with superior statistics and skill, and he is always of a different troop of the rest.  If the leading goblin is killed, the rest of the squad will flee.&lt;br /&gt;
&lt;br /&gt;
Usually they send more than one squad at once - up to 4 squads, each with his own leader. These squads may be from different goblin towers{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be stopped and defeated by simple [[cage trap|cage]] or [[weapon trap|weapon]] traps.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[human]]s will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[elves]] will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy crossbowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, are likely to be ineffective against ambushes as a sudden ambush will likely be close enough to scare away the civilian siege operators &lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the ambushers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] ambushes without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop ambushers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during an ambush. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the ambush, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37682</id>
		<title>40d Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37682"/>
		<updated>2008-02-19T17:28:38Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Experimentation==&lt;br /&gt;
Ran a small experiment on whether or not relationships are affected by social skills.  I assigned the original dwarves various social skills at various levels, and let them sit in a meeting area until the traders came in the fall, no labor assigned.  The skills assigned were:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Proficient Comedian/Proficient Conversationalist&lt;br /&gt;
Dwarf 2: Proficient Liar/Proficient Intimidator&lt;br /&gt;
Dwarf 3: Proficient Judge of Intent&lt;br /&gt;
Dwarf 4: Conversationalist/Comedian&lt;br /&gt;
Dwarf 5: Novice Comedian/Novice Flatterer/Novice Consoler/Novice Pacifier&lt;br /&gt;
Dwarf 6: Control (nothing)&lt;br /&gt;
Dwarf 7: Control&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: 1 lover (Dwarf 5), 2 friends (4, 3).  Personality types: Likes art, dislikes intellectual conversation, guarded in relationships.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: 1 lover (3), 0 friends.  Personality types: Calm demeanor, Quick to anger, Comfortable in social situations, Relaxed, Not given to flights of fancy, no more work than necessary, given to procrastination.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: 1 lover (2), 2 friends (1, 5).  Personality types: Overindulges, Can handle stress, Prefers familiar routines, Does not go out of way to help others, Not easily moved to pity, very disorganized, strong sense of duty.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: 2 friends (6, 1).  Personality types: Slow to anger, often feels discouraged, thrillseeker, not easily moved to pity, lacks confidence, disorganized, thinks through every alternative and consequence before acting,&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: 1 lover (1), 1 friend (3).  Personality types: Calm demeanor, can handle stress, not a risk-taker, candid and sincere in dealings with others, disorganized.&lt;br /&gt;
&lt;br /&gt;
Dwarf 6: 1 friend (4). Personality types: Thrillseeker, Art-lover, Tends not to openly express emotion, slow to trust others, very willing to compare herself favorably with others, not easily moved to pity, does the first thing that comes to mind.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: 0 friends.  Personality types: Slow to anger, cracks easily under pressure, tends to avoid crowds, unassertive, relaxed, art-lover, prefers familiar routines, trusting, guarded in relationships with others, very rarely does more work than necessary, takes time when making decisions.&lt;br /&gt;
&lt;br /&gt;
In order to do this, I classified the personality types into three rough categories - beneficial, harmful, and neutral.  Beneficial included comedian, conversationalist, flatterer and pacifier.  Harmful included liar and intimidator, and neutral included judge of intent and negotiator.&lt;br /&gt;
&lt;br /&gt;
Some things I noticed from this experiment: There is a definite increase in the number of friends that dwarves with social skills have over the controls, with the exception of the one dwarf with harmful skills.  However, even this dwarf had a lover - the one who had high judge of intent.  Perhaps judge of intent is necessary to establish a positive relationship with a liar or intimidator?  Furthermore, the two dwarves that ended up with the most relationships were those who had the most negative personality traits in regard to social situations among those who had social skills.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there seemed to be very little influence in personality types on friend-making.  The friendships between 3/5 and 6/4 were the only two that shared any personality types, and those do not seem to be particularly applicable to the situation at hand.  It's also worth noting that the only dwarf comfortable in social situations, #2, also only had the one lover - likely due to problems brought about by his social skills.&lt;br /&gt;
 &lt;br /&gt;
I will run some more tests to try to flesh out these findings more.  Anybody else willing to join in? [[User:Some1else|Some1else]] 11:22, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Grudges are definately rare. In my fortress with 150 dwarves, only two have a grudge between themselves.[[User:ThVaz|ThVaz]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37681</id>
		<title>40d Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37681"/>
		<updated>2008-02-19T17:27:24Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Experimentation==&lt;br /&gt;
Ran a small experiment on whether or not relationships are affected by social skills.  I assigned the original dwarves various social skills at various levels, and let them sit in a meeting area until the traders came in the fall, no labor assigned.  The skills assigned were:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Proficient Comedian/Proficient Conversationalist&lt;br /&gt;
Dwarf 2: Proficient Liar/Proficient Intimidator&lt;br /&gt;
Dwarf 3: Proficient Judge of Intent&lt;br /&gt;
Dwarf 4: Conversationalist/Comedian&lt;br /&gt;
Dwarf 5: Novice Comedian/Novice Flatterer/Novice Consoler/Novice Pacifier&lt;br /&gt;
Dwarf 6: Control (nothing)&lt;br /&gt;
Dwarf 7: Control&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: 1 lover (Dwarf 5), 2 friends (4, 3).  Personality types: Likes art, dislikes intellectual conversation, guarded in relationships.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: 1 lover (3), 0 friends.  Personality types: Calm demeanor, Quick to anger, Comfortable in social situations, Relaxed, Not given to flights of fancy, no more work than necessary, given to procrastination.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: 1 lover (2), 2 friends (1, 5).  Personality types: Overindulges, Can handle stress, Prefers familiar routines, Does not go out of way to help others, Not easily moved to pity, very disorganized, strong sense of duty.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: 2 friends (6, 1).  Personality types: Slow to anger, often feels discouraged, thrillseeker, not easily moved to pity, lacks confidence, disorganized, thinks through every alternative and consequence before acting,&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: 1 lover (1), 1 friend (3).  Personality types: Calm demeanor, can handle stress, not a risk-taker, candid and sincere in dealings with others, disorganized.&lt;br /&gt;
&lt;br /&gt;
Dwarf 6: 1 friend (4). Personality types: Thrillseeker, Art-lover, Tends not to openly express emotion, slow to trust others, very willing to compare herself favorably with others, not easily moved to pity, does the first thing that comes to mind.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: 0 friends.  Personality types: Slow to anger, cracks easily under pressure, tends to avoid crowds, unassertive, relaxed, art-lover, prefers familiar routines, trusting, guarded in relationships with others, very rarely does more work than necessary, takes time when making decisions.&lt;br /&gt;
&lt;br /&gt;
In order to do this, I classified the personality types into three rough categories - beneficial, harmful, and neutral.  Beneficial included comedian, conversationalist, flatterer and pacifier.  Harmful included liar and intimidator, and neutral included judge of intent and negotiator.&lt;br /&gt;
&lt;br /&gt;
Some things I noticed from this experiment: There is a definite increase in the number of friends that dwarves with social skills have over the controls, with the exception of the one dwarf with harmful skills.  However, even this dwarf had a lover - the one who had high judge of intent.  Perhaps judge of intent is necessary to establish a positive relationship with a liar or intimidator?  Furthermore, the two dwarves that ended up with the most relationships were those who had the most negative personality traits in regard to social situations among those who had social skills.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there seemed to be very little influence in personality types on friend-making.  The friendships between 3/5 and 6/4 were the only two that shared any personality types, and those do not seem to be particularly applicable to the situation at hand.  It's also worth noting that the only dwarf comfortable in social situations, #2, also only had the one lover - likely due to problems brought about by his social skills.&lt;br /&gt;
 &lt;br /&gt;
I will run some more tests to try to flesh out these findings more.  Anybody else willing to join in? [[User:Some1else|Some1else]] 11:22, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Grudges are definately rare. In my fortress with 150 dwarves, only two have a grudge between themselves.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=31856</id>
		<title>40d:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=31856"/>
		<updated>2008-02-18T20:58:46Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Giant Olm is a creature who lives in subterranean lakes and rivers. It can easily kill an untrained dwarf.&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Giant olm|symbol=0|color=rgb(128, 128, 128)|bones=10|chunks=10|meat=10|fat=5|skulls=1|skin=1}}&lt;br /&gt;
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{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=31855</id>
		<title>40d:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=31855"/>
		<updated>2008-02-18T20:57:27Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a Giant Olm is an amphiby who lives in subterranean lakes and rivers.&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Giant olm|symbol=0|color=rgb(128, 128, 128)|bones=10|chunks=10|meat=10|fat=5|skulls=1|skin=1}}&lt;br /&gt;
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{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=31854</id>
		<title>40d:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_olm&amp;diff=31854"/>
		<updated>2008-02-18T20:56:47Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant olm|symbol=0|color=rgb(128, 128, 128)|bones=10|chunks=10|meat=10|fat=5|skulls=1|skin=1}}&lt;br /&gt;
&lt;br /&gt;
 a Giant Olm is an amphiby who lives in subterranean lakes and rivers.&lt;br /&gt;
&lt;br /&gt;
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{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Naked_mole_dog&amp;diff=28041</id>
		<title>40d:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Naked_mole_dog&amp;diff=28041"/>
		<updated>2007-11-21T22:44:54Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: naked mole dogs aren't the size of a hamster :U&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Naked mole dog==&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Naked Mole Dog|symbol=n|color=rgb(255, 0, 0)|bones=4|chunks=4|meat=4|fat=2|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
Naked mole dogs can be found in many habitats and often are found when you try to reclaim a fortress. They are agressive, vicious animals and can be a threat to unarmed adventurers and dwarves. You can get food and bones from them.&lt;br /&gt;
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{{Game_Data|[CREATURE:MOLE_DOG_NAKED]&lt;br /&gt;
 	[NAME:naked mole dog:naked mole dogs:naked mole dog]&lt;br /&gt;
 	[TILE:'n'][COLOR:4:0:1]&lt;br /&gt;
 	[MODVALUE:2]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:100]&lt;br /&gt;
 	[GENPOWER:2][NATURAL][PET_EXOTIC]&lt;br /&gt;
 	[BENIGN]&lt;br /&gt;
 	[PETVALUE:350]&lt;br /&gt;
 	[PREFSTRING:wrinkly skin]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[NOPAIN]&lt;br /&gt;
 	[SIZE:4]&lt;br /&gt;
 	[MAXAGE:2:3]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:8:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:naked mole puppy:naked mole puppies]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
 	[BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dry_season&amp;diff=4814</id>
		<title>40d:Dry season</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dry_season&amp;diff=4814"/>
		<updated>2007-11-05T19:27:14Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: correcting info and typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During Autumn you sometimes get the message &amp;quot;The dry season has come.&amp;quot; During a dry season your ponds dry up, even when they are larger than 1. And there is reduced rainfall. The grass tiles on the screen also changes into dry grass tiles, but that is purely cosmetic.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4085</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4085"/>
		<updated>2007-11-03T16:15:05Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: /* Humans */  add the fact about late wagons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.&lt;br /&gt;
&lt;br /&gt;
A broker is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
The dwarves have no issues with hours and hours of bargaining until you get the trade just right. Occasionally, they'll make counter-offers for you to consider.&lt;br /&gt;
&lt;br /&gt;
The merchant will meet with your liaison and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Human wagons pulled by regular mules will arrive if there is a minimum 3-wide path from your depot to a map edge. You do not need to have a road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting along the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot.&lt;br /&gt;
&lt;br /&gt;
Often, on maps that don't have cliffs (and so have ramps between the z-levels usually), a path will exist with no effort.&lt;br /&gt;
&lt;br /&gt;
However, if they don't have a easy route to your trade depot, they may not arrive in time for you to trade, packing his belongings and going away.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
Elves bring you wood and plant items, as well as caged tame pets. However, they will not accept wooden or wood-derived items in exchange.&lt;br /&gt;
&lt;br /&gt;
In addition to the previous restrictions on no dead things, apparently you have a limited number of attempts at a trade they like (my novice broker had three or four) or they'll just pack up and leave.  Apparently a pile of stone crafts was not enough to buy all their seeds off of them (message: &amp;quot;I can't let you end up with ALL of that&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
  Note: Sometimes when you get that message then pressing {{K|t}} again will make the trade regardless. &lt;br /&gt;
&lt;br /&gt;
It is presumed that this happens with other races as well and that how many attempts you get is influenced by your Comedy/Negotiate/Intimidate/Etc. skills of your broker.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Clothing that might otherwise be acceptable to Elves will be rejected it if it has blood on it, for example from a slain enemy.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13293</id>
		<title>40d:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13293"/>
		<updated>2007-11-03T10:29:29Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outpost liaisons are diplomats sent by the Mountainhomes. They arrive together with the dwarven caravan somewhere in the autumn, escorted by a axedwarf.&lt;br /&gt;
&lt;br /&gt;
Outpost liaisons make possible to order specific goods from the mountainhomes that would be sent in the next autumn. They will only talk with your [[expedition leader]]; if he is dead, then you must assign a new one before the liaison arrives or he will left without a meeting.&lt;br /&gt;
&lt;br /&gt;
To conduct a meeting with the liaison your expedition leader should be available. If he is too busy the liaison will remain in the fortress for a long time, and it can become insane. To avoid this, after trading with the caravan, uncheck any job assignements of the expedition leader, and he will be available to do the meeting.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13292</id>
		<title>40d:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13292"/>
		<updated>2007-11-03T10:20:50Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: expanded info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outpost liaisons are diplomats sent by the Mountainhomes. They arrive together with the dwarven caravan somewhere in the autumn, escorted by a axedwarf.&lt;br /&gt;
&lt;br /&gt;
Outpost liaisons make possible to order specific goods from the mountainhomes that would be sent in the next autumn. They will only talk with your [[expedition leader]]; if he is dead, then you must assign a new one before the liaison arrives or he will left without a meeting.&lt;br /&gt;
&lt;br /&gt;
To conduct a meeting with the liaison your expedition leader should be available. If he is too busy the liaison will remain in the fortress for a long time, and it can become insane. To avoid this, after trading with the caravan, uncheck any job assignements of the expedition leader, and he will be available to the meeting.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15446</id>
		<title>40d:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15446"/>
		<updated>2007-11-02T23:04:10Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: corrected link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buckets can be made out of [[metal]] at a [[Metalsmith's Forge]], or [[wood]] at a [[carpenter's workshop]], and are used in [[well]]s or for dwarves to take water to wounded or jailed dwarves.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15445</id>
		<title>40d:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15445"/>
		<updated>2007-11-02T23:03:30Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buckets can be made out of [[metal]] at a [[Metalsmith's Forge]], or [[wood]] at a [[carpenters workshop]], and are used in [[well]]s or for dwarves to take water to wounded or jailed dwarves.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15444</id>
		<title>40d:Bucket</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bucket&amp;diff=15444"/>
		<updated>2007-11-02T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: add info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Buckets can be made out of [[metal]] at a [[Metalsmith's Forge]], or [[wood]] at a [[carpenters workshop]], and are used in [[well]]'s or for dwarves to take water to wounded or jailed dwarves.&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3816</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3816"/>
		<updated>2007-11-02T17:35:55Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: cave-ins can injure people without killing  now (tested)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if the roof is detached from all walls. A room can be as large as you want to make it, as long as it is attached to at least one wall. The system is a bit buggy right now, so be careful.&lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the init file by deleting the 'YES' next to it and replacing it with 'NO'.&lt;br /&gt;
&lt;br /&gt;
What happens in a cavein?&lt;br /&gt;
&lt;br /&gt;
* All buildings are destroyed&lt;br /&gt;
* Columns of raw rock remain more or less intact, they just fall a bit&lt;br /&gt;
* Anyone caught by the dust from the collapse is knocked unconscious with some (or none) injuries&lt;br /&gt;
* Anyone directly caught by the collapse itself is crushed and killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
{{Notice Box|In Progress|Don't pay any attention to the information below this line!  It is simply a placeholder!}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒......▒&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒.......▒ ▒ = Support or wall&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9335</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9335"/>
		<updated>2007-11-02T14:53:55Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: Nobles CAN immigrate *correcting info*&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
&lt;br /&gt;
[[Migrant]]s will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to approximately 200. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created Wealth&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures. &lt;br /&gt;
&lt;br /&gt;
Immigration is usually limited to about 20 dwarves per wave, plus pets.&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
&lt;br /&gt;
You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get crossbowdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When do you meet certain requeriments in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon Master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive.&lt;br /&gt;
However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
&lt;br /&gt;
If your dwarves are very industrious, you can expect to receive ten or more migrants in the first immigration wave, which often occurs in the autumn of your first year. The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s may be a better option. This can often be accomplished by making sure all your [[workshops]] are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Outpost_manager&amp;diff=5788</id>
		<title>Outpost manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Outpost_manager&amp;diff=5788"/>
		<updated>2007-11-02T12:52:53Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: Confirmed some info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Outpost Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at 'u' -&amp;gt; 'm' says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed.  &lt;br /&gt;
&lt;br /&gt;
After the outpost has 20 dwarves at least, all the tasks require the manager to sign off on them before they can be started, and that the manager window displays a list of checkmarks to signify the tasks he/she has signed off on.  He/she needs an office to signify the tasks.&lt;br /&gt;
&lt;br /&gt;
He/she needs an office, and starts being necessary, at 20 dwarves. Before that, the tasks don't need to be signified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14405</id>
		<title>40d:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14405"/>
		<updated>2007-11-02T00:23:46Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14403</id>
		<title>40d:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic%27s_workshop&amp;diff=14403"/>
		<updated>2007-11-02T00:21:43Z</updated>

		<summary type="html">&lt;p&gt;ThVaz: New page: It is the workshop used by the mechanic to built mechanisms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is the [[workshop]] used by the [[mechanic]] to built [[mechanism]]s&lt;/div&gt;</summary>
		<author><name>ThVaz</name></author>
	</entry>
</feed>