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Editing 23a:Siege

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A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message "'''A vile force of darkness has arrived!'''" and the top of the screen reads "SIEGE" in yellow and red. Siegers are immediately visible at the map edge, whereas [[ambush]]ers or [[thief|thieves]] are not.
 
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message "'''A vile force of darkness has arrived!'''" and the top of the screen reads "SIEGE" in yellow and red. Siegers are immediately visible at the map edge, whereas [[ambush]]ers or [[thief|thieves]] are not.
  
During a siege, supply lines are cut, and no caravans will visit your fortress.  During a siege, traders don't appear on the map at all, and no message informs you of this. However, caravans that are already on the map will continue to your fortress as normal, assuming the besiegers don't kill them.
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During a siege supply lines are cut, and no caravans will visit your fortress.  During a siege, traders don't appear on the map at all, and no message informs you of this. However, caravans that are already on the map will continue to your fortress as normal, assuming the besiegers don't kill them.
  
 
== Siegers ==
 
== Siegers ==
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=== Humans ===
 
=== Humans ===
[[Human]]s will attack you if you anger them - see [[Diplomat#Diplomacy|Diplomacy]] for more details. Their large stature allows them to swing heavy mauls, and they can bypass any traps spied out by their [[diplomat]]s.
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[[Human]]s attack you if you make too many caravans vanish. Their large stature allows them to swing heavy mauls, and they can bypass any traps spied out by their diplomats.
  
When a Human civilization decides to attack you, they will '''lay siege''' to your fortress - upon arriving, each squad of soldiers will set up a [[campfire]] near the map edge and wait there ''for an entire year'', attacking any dwarves who go outside (e.g. wood cutters, herbalists, fishers, or hunters) and preventing any caravans from arriving, effectively isolating your fortress from the rest of the world and putting it at risk of starvation if its industries are not sufficiently developed.
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When a Human civilization decides to attack you, they will '''lay siege''' to your fortress - upon arriving, each squad of soldiers will set up a campfire near the map edge and wait there ''for an entire year'', attacking any dwarves who go outside (e.g. wood cutters, herbalists, fishers, or hunters) and preventing any caravans from arriving, effectively isolating your fortress from the rest of the world and putting it at risk of starvation if its industries are not sufficiently developed.
  
 
A single siege consists of 5-10 squads of soldiers, each led either by a random Elite soldier or a historical figure from the nearby Human civilization. Each squad consists of an additional 15 soldiers wielding the same weapon as its leader (e.g. an Axe Lord will be followed by 15 Axemen).
 
A single siege consists of 5-10 squads of soldiers, each led either by a random Elite soldier or a historical figure from the nearby Human civilization. Each squad consists of an additional 15 soldiers wielding the same weapon as its leader (e.g. an Axe Lord will be followed by 15 Axemen).
  
 
=== Elves ===
 
=== Elves ===
[[Elf|Elves]] may attack you if you make them angry - see [[Diplomat#Diplomacy|Diplomacy]] for more details. In particular, their current level of Attack Desire influences the magnitude of their attacks.
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[[Elf|Elves]] might attack you if you kill off their caravan{{verify}}. Also, if their diplomat informs you of a tree cutting quota, and you break it, they will bring large numbers of bowmen (bowelves?) to turn your dwarves into pincushions. This is not strictly a siege as they will lie in ambush in the forest rather than enter your filthy meat-strewn smoking hole in the ground.  
 
 
At lower levels of anger, the Elves will send several squads of bowmen (bowelves?) to sneak up on your Dwarves and turn them into pincushions. This is not strictly a siege as they will lie in ambush in the forest rather than enter your filthy meat-strewn smoking hole in the ground. Each squad consists of an Elite Bowman leading 4-6 additional Elite Bowmen, all waiting in ambush.
 
 
 
The number of squads depends on how much you've managed to anger them:
 
* 14 or less: 2-3 squads
 
* 15-29: 4-5 squads
 
* 30-44: 6-7 squads
 
* 45 or more: 8 squads
 
 
 
At level 45 or higher, the Elves will additionally send 1-3 '''Druids''' of potentially historical origin, each leading 2-4 additional Elite Bowmen, who will openly attack anybody who approaches them. The druids themselves don't really do anything - in the distant past (predating even version 0.21.93.19a), they would cast spells and animate the nearby [[tree]]s to [[treant|attack]] the fortress, but now they just stand around and do nothing. Once the attackers run out of arrows, they will flee the map and return to the forest from which they came.
 
  
 
=== Kobolds ===
 
=== Kobolds ===
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Kobolds always send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
 
Kobolds always send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
 
* exactly 1 theft - add 1-2 more thieves
 
* exactly 1 theft - add 1-2 more thieves
* exactly 2 thefts - ''no additional thieves''
 
 
* 3 or more thefts - add 1-4 more thieves
 
* 3 or more thefts - add 1-4 more thieves
 
* 5 or more thefts - add 1-4 more thieves
 
* 5 or more thefts - add 1-4 more thieves
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===Active Defense===
 
===Active Defense===
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader 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 chokepoints, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksman|marksdwarves]] where they can rain death on the enemies without being shot themselves (this is why you carve [[fortification]]s).
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*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader 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 chokepoints, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksman|marksdwarves]] where they can rain death down on the enemies (this is why you build [[fortification|fortifications]]).
 
*War [[dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and 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.
 
*War [[dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and 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.
 
*[[Siege engine|Siege weapons]] can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take unacceptably long times for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.
 
*[[Siege engine|Siege weapons]] can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take unacceptably long times for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.
  
 
===Passive Defense===
 
===Passive Defense===
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[trap]]s. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[trap]]s are one guaranteed removal in most cases and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creatures]] once their friends have been beaten back.
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*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[trap]]s. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[trap]]s are one guaranteed removal in most cases (even [[megabeast]]s can be seized by these) and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creatures]] once their friends have been beaten back.
 
*Locked doors will keep [[invader]]s out indefinitely, if locked before they seize the door. Doors won't keep siege [[troll]]s out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed (3 months for goblins/elves/kobolds, '''1 year''' for humans), but if you intend to sit it through, make sure you have enough wood and a food source.
 
*Locked doors will keep [[invader]]s out indefinitely, if locked before they seize the door. Doors won't keep siege [[troll]]s out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed (3 months for goblins/elves/kobolds, '''1 year''' for humans), but if you intend to sit it through, make sure you have enough wood and a food source.
 
*A [[moat]] can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results.
 
*A [[moat]] can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results.
 
*Yet another strategy for dealing with sieges is building a [[magma]] moat around the entire outer border of the map at least 2-3 tiles wide - this will end all sieges instantly, but it will also end all elven caravans just as quickly. Thankfully, the human and dwarven caravans always seem to show up at your [[road]] (and the elves just don't matter), so with the addition of the occasional bridge (and perhaps more channels to funnel anything spawning on the bridges through a trapped hallway just to be sure) you can have your instant-win sieges AND not infuriate your neighbors. You may wish to drain the magma from time to time to collect the staggering amounts of weapons and armor that get left behind. Also, this will greatly reduce the amount of wildlife you encounter, for good or ill.
 
*Yet another strategy for dealing with sieges is building a [[magma]] moat around the entire outer border of the map at least 2-3 tiles wide - this will end all sieges instantly, but it will also end all elven caravans just as quickly. Thankfully, the human and dwarven caravans always seem to show up at your [[road]] (and the elves just don't matter), so with the addition of the occasional bridge (and perhaps more channels to funnel anything spawning on the bridges through a trapped hallway just to be sure) you can have your instant-win sieges AND not infuriate your neighbors. You may wish to drain the magma from time to time to collect the staggering amounts of weapons and armor that get left behind. Also, this will greatly reduce the amount of wildlife you encounter, for good or ill.
 
== Avoidance ==
 
Avoiding sieges from Goblins is all but impossible - they know where you live, they want you dead, and there's nothing you can do to stop them. Similarly, you cannot avoid hostilies from the Kobolds, but you can keep them from getting too ambitious by keeping your goods secure and keeping the landscape clear of garbage. With all other civilizations, however, you can engage in ''diplomacy'' by the actions you take toward them - see [[Diplomat]] for more information.
 
  
 
== Civilians ==
 
== Civilians ==

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