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<div style="float:right; margin-left:1em; margin-top:1em;">__TOC__</div>
 
<div style="float:right; margin-left:1em; margin-top:1em;">__TOC__</div>
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).
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The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} and {{l|magma|other defenses}}, your military will still need to fend off {{l|goblin}} {{l|siege}}s, {{l|megabeast}}s, {{l|titan}}s, and fiendish {{l|Giant cave spider|underground}} {{l|Forgotten beast|beasties}}. Using a combination of {{l|squads|squad orders}} and {{l|scheduling}}, you can set up an elaborate offensive, defensive, or balanced military structure for your {{l|equipment|well-equipped}} {{l|soldier}}s to follow. Turning your dwarves from {{l|immigration|useless migrants}} into bloodthirsty killing machines never hurts (unless you're the enemy).
  
 
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:
 
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:
 
* '''Beginner:'''
 
* '''Beginner:'''
** [[Attack]] is a ''very'' simple "How to attack a target" guide. This is useful if you don't know anything about the military and just want to order some (untrained) dwarves to (suicide) attack something ''now''.
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** {{L|Attack}} is a ''very'' simple "How to attack a target" guide. This is useful if you don't know anything about the military and just want to order some (untrained) dwarves to (suicide) attack something ''now''.
** [[Military quickstart]] will teach you to set up and train your very first properly organized squad.
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** {{L|Military quickstart}} will teach you to set up and train your very first properly organized squad.
  
 
* '''Intermediate:'''
 
* '''Intermediate:'''
** [[Squads]] helps you understand everything about squads.
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** {{l|Squads}} helps you understand everything about squads.
** [[Military interface]] contains mostly complete documentation on the ''military screen''.
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** {{L|Military interface}} contains mostly complete documentation on the ''military screen''.
** [[Scheduling]] describes the squad scheduling system in more detail.
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** {{l|Scheduling}} describes the squad scheduling system in more detail.
** [[Military F.A.Q.]] is a list of frequently asked questions.  
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** {{l|Military F.A.Q.}} is a list of frequently asked questions.  
  
 
* '''Advanced:'''
 
* '''Advanced:'''
** [[Sparring]] will give you insights about combat training.  
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** {{l|Sparring}} will give you insights about combat training.  
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.
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** {{l|military design|Military Design}} provides specific advice on how to get your soldiers prepared for any threat.
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.
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** {{l|Security design|Security Design}} will give you specific suggestions on the physical defenses that will defend your military.
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.
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** {{l|Defense guide|Defense Guide}} is a general overview of threats and considerations for fortress defense.
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).
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** {{l|Trap design|Trap Design}} contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).
  
 
The rest of this guide contains an overview of military features (with links to associated sections of other documents).
 
The rest of this guide contains an overview of military features (with links to associated sections of other documents).
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==Quick Reference==  
 
==Quick Reference==  
 
From the main menu:
 
From the main menu:
*The '''[[Military interface|military]]''' screen is accessible through the {{k|m}} key.
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*The '''{{L|Military interface|military}}''' screen is accessible through the {{k|m}} key.
*The '''[[squads]]''' screen is accessible through the {{k|s}} key.
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*The '''{{l|squads}}''' screen is accessible through the {{k|s}} key.
*The '''[[Note|points/routes/notes]]''' screen is accessible through the {{k|N}} key.
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*The '''{{L|Note|points/routes/notes}}''' screen is accessible through the {{k|N}} key.
*The '''[[burrow]]s''' screen is accessible through the {{k|w}} key.
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*The '''{{l|burrow}}s''' screen is accessible through the {{k|w}} key.
 
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).
 
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).
  
 
==Creating a Military==
 
==Creating a Military==
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.
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While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the {{L|military interface}}, squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.
  
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.
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This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the {{L|military interface}} article since the interface is one of the most confusing aspects.
  
 
===Squads===
 
===Squads===
  
''Full article: [[Squads]]''
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''Full article: {{l|Squads}}''
  
'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''[[militia commander]]''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.
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'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''{{l|militia commander}}''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.
  
 
===Equipping Soldiers===
 
===Equipping Soldiers===
  
''Full article: [[Squads#Equipping Soldiers]]''
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''Full article: {{l|Squads#Equipping Soldiers}}''
  
 
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.
 
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.
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The Arsenal Dwarf was removed in version 0.31.09 but may be re-introduced in a later version.  The rest of this section is only applicable if you are playing an older version.
 
The Arsenal Dwarf was removed in version 0.31.09 but may be re-introduced in a later version.  The rest of this section is only applicable if you are playing an older version.
  
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''[[Arsenal_dwarf|Arsenal Dwarf]]''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a [[manager]], an Arsenal Dwarf will need to sign off on equipment changes before they can be made.
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In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.
  
 
Note that if you don't have an option for an Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.
 
Note that if you don't have an option for an Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.
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===Active Command===
 
===Active Command===
  
''Full article: [[Squads#Direct_Commands|Squads#Direct Commands]]''
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''Full article: {{l|Squads#Direct_Commands|Squads#Direct Commands}}''
  
 
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.
 
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.
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===Passive Command===
 
===Passive Command===
  
''Full article: [[Scheduling]]''
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''Full article: {{l|Scheduling}}''
  
 
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.
 
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.
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It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.  
 
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses.  
  
Civilian alert levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.
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Civilian alert levels are also possible - civilians can be restricted by '''{{l|burrow}}''' to where they can roam should the need to tuck them away into a panic room arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.
  
 
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.
 
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.
  
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.
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Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''{{l|barracks}}''', defend a '''{{l|burrow}}''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.
  
 
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.
 
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.
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==Frequently Asked Questions==
 
==Frequently Asked Questions==
  
''Full article: [[Military F.A.Q.]]''
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''Full article: {{l|Military F.A.Q.}}''
  
 
==Current Reported Military-Related Bugs==
 
==Current Reported Military-Related Bugs==

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