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Editing v0.31:Military design

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==Training==
 
==Training==
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Training [[soldier]]s WAS fairly easy, in good cases taking around a season for legendary [[wrestling]], and similar for a [[weapon]] skill.
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[[dodger|Dodging]] may take longer, so starting training early, at least with some of your first [[migrant]]s (if not with your starting seven) is recommended if you want to go the military route.
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One of the important parts of a military is to have dwarves with high physical [[attribute]]s, and that requires training them up.  See [[cross-training]] for suggestions on various attribute training plans.
 
One of the important parts of a military is to have dwarves with high physical [[attribute]]s, and that requires training them up.  See [[cross-training]] for suggestions on various attribute training plans.
  
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  Use the "Cheap" outfits in the armor article. They are maxed out protection for their material.
 
  Use the "Cheap" outfits in the armor article. They are maxed out protection for their material.
 
  If you KNOW you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without
 
  If you KNOW you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without
  a XXCave Spider Silk RobeXX leaving you less protected,
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  a XXCave Spider Silk RobeXX leaving your less protected,
  
 
Cheap "I have no metal yet" uniform:
 
Cheap "I have no metal yet" uniform:
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Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)
 
Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)
  
After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and [[clutter]] a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballista arrow per engine is enough for training.  No rush, don't have to be done until your operators are actually ready to practice.
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After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and [[clutter]] a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.  No rush, don't have to be done until your operators are actually ready to practice.
  
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see [[noise]]), but close enough to reduce travel time.  Dig a channel (double-wide if for ballista ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.
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If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see [[noise]]), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.
  
 
<pre>Side view
 
<pre>Side view
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[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two dogs to a dwarf, the loss of happiness from a assigned dog dying (Assigned War/Hunting dogs are pets) can lead to FUN. Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  
 
[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two dogs to a dwarf, the loss of happiness from a assigned dog dying (Assigned War/Hunting dogs are pets) can lead to FUN. Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  
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{{Category|Guides}}
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{{Category|Fortress defense| }}
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{{Category|World}}
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{{Category|Design}}
  
 
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{{Military}}
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{{Military v0.31}}
 
 
{{Category|Guides}}
 
{{Category|Fortress defense| }}
 
{{Category|Design}}
 

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