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Editing v0.34:Defense guide

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While admitting that "Rules are made to be broken", there are some general recommendations that have a proven value in defending a fortress:
 
While admitting that "Rules are made to be broken", there are some general recommendations that have a proven value in defending a fortress:
  
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface. But each point of entry should be hardened against attack. Don't make more entrances than really necessary. If there is a useless or redundant opening, seal it off, one way or another. (Some creatures can destroy [[door]]s if they can reach them, but [[bridge|drawbridges]] are safe.)
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* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface. But each point of entry should be hardened against attack. Don't make more entrances than really necessary. If there is a useless or redundant opening, seal it off, one way or another. (Some creatures can destroy doors and drawbridges if they can reach them.)
  
* '''Concentric circles:''' Think redundancy - one wall may not be enough. With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside are essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their [[cage]]s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.
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* '''Concentric circles:''' Think redundancy - one wall may not be enough. With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside is essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their [[cage]]s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.
  
 
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]] archers, door-breaking [[troll]]s, invisible [[kobold]] master thieves, dive-bombing [[giant eagle]]s, flame-breathing [[fire imp]]s, angry [[elephant]]s, and a [[bronze colossus]] - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarves, they will, just believe it) you will have a buffer of defense to fall back on.
 
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]] archers, door-breaking [[troll]]s, invisible [[kobold]] master thieves, dive-bombing [[giant eagle]]s, flame-breathing [[fire imp]]s, angry [[elephant]]s, and a [[bronze colossus]] - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarves, they will, just believe it) you will have a buffer of defense to fall back on.
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:*'''Enemy archers'''
 
:*'''Enemy archers'''
::Attackers with bows or [[crossbow]]s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows.
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::Attackers with bows or [[crossbow]]s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Special techniques are needed to shield your dwarves from the deadly rain of arrows.  
  
 
:*'''Building destroyers'''
 
:*'''Building destroyers'''
::Some creatures have the [[Creature token|BUILDINGDESTROYER tag]] in their [[Raw file]]. This gives them the fearful capacity of tearing apart your doors and workshops. Constructions built with the {{k|b}} + {{k|C}} keys are safe, and so are [[bridge]]s.
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::Some creatures have the [[Creature token|BUILDINGDESTROYER tag]] in their [[Raw file]]. This gives them the fearful capacity of tearing apart your doors and bridges{{verify}} and anything else, only excluding constructions built with the {{k|b}} + {{k|C}} keys.
  
 
:*'''Flying animals'''
 
:*'''Flying animals'''
::Currently, tame flying animals cannot fly{{bug|4776}}. Thus, the only flying creatures will be either wild animals (e.g. mundane birds, [[roc]]s, some [[titan]]s) or affiliated with a different (usually hostile) civilization (e.g. some [[animal people]], certain [[exotic mount]]s). Since you can't have fliers of your own, being aware of their presence is often all you can do until they choose to come to you.
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::Currently, without modding, the only flying creatures are wild animals, like the [[giant eagle]]. Being aware of their presence is often all you can do until they choose to come to you.
  
 
:*'''Megabeasts'''
 
:*'''Megabeasts'''
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===Physical layout===
 
===Physical layout===
These are the [[wall]]s, [[floor]], [[fortification]]s and so on that create the [[archery tower|towers]] and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.
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These are the [[wall]]s, [[floor]], [[fortification]]s and so on that create the towers and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.
  
 
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.
 
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.
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:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build [[fortification]]s.
 
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build [[fortification]]s.
  
Also, keep in mind that flying enemies (such as swarms of birds) can fly over a wall, so you might want to build a ceiling to seal off particularly important areas.
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Also, keep in mind that flying enemies (such as swarms of birds) can fly over a wall, so you might want to build a cieling to seal off particularly important areas.
  
 
=====Fortifications=====
 
=====Fortifications=====
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=====Doors (& Hatches)=====
 
=====Doors (& Hatches)=====
:[[Door]]s are the simplest way to keep an enemy out. (A [[floor hatch]] in this sense is just a [[Z-level|Z-axis]] door, and in most ways works the same.) Most creatures will be stopped by any door or hatch, though some others can smash them. With a little tinkering, doors can be made 3 tiles wide or more, but this remains mostly for aesthetics without much practical use, as [[caravan|wagons]] will still not be able to pass them. You can [[forbid]] doors to keep (most) hostile humanoids and creatures out, and your dwarves in.  
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:[[Door]]s are the simplest way to keep an enemy out. (A [[floor hatch]] in this sense is just a horizontal door, and in all ways works the same.) Most creatures will be stopped by any door or hatch, though some others can smash them. With a little tinkering, doors can be made 3 tiles wide or more, but this remains mostly for aesthetics without much practical use, as [[caravan|wagons]] will still not be able to pass them. You can [[forbid]] doors to keep (most) hostile humanoids and creatures out, and your dwarves in.  
  
 
:Additionally doors can specifically be closed only against animals, to keep beloved [[pet]]s from wandering into enemy fire (they may pile up at the door and use the chance to slip out with a dwarf).  
 
:Additionally doors can specifically be closed only against animals, to keep beloved [[pet]]s from wandering into enemy fire (they may pile up at the door and use the chance to slip out with a dwarf).  
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=====Floodgates=====
 
=====Floodgates=====
:[[Floodgate]]s, alone or in a line, may be used as removable walls since they need no support and disappear when "opened" remotely, although using a wide drawbridge will be much more economical in terms of materials and [[mechanism]]s. (Be aware that [[building destroyer]]s can batter down closed floodgates, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or [[monarch butterfly]] remains.)
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:[[Floodgate]], alone or in a line, may be used as removable walls, since they need no support and disappear when "opened" remotely, although using a wide drawbridge will be much more economical in terms of [[Mechanism]]s. (Be aware that [[Megabeast]]s can batter down both raised floodgates and drawbridges{{verify}}, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or confused animal.)
  
:A floodgate can be used just like a door, with two differences: A floodgate can be placed anywhere, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.
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:A floodgate can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.
  
=====[[Moat]]s=====
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=====Moats=====
 
:Channeling a ditch is a fast and effective defense. Creating an effective moat requires several steps, including designating ramp removal. The moat doesn't have to be filled with water or magma. A dry moat is actually a better defense than a water-filled moat, because many creatures can swim across a water-filled moat. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too.  
 
:Channeling a ditch is a fast and effective defense. Creating an effective moat requires several steps, including designating ramp removal. The moat doesn't have to be filled with water or magma. A dry moat is actually a better defense than a water-filled moat, because many creatures can swim across a water-filled moat. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too.  
 
:Keep in mind that moats filled with water will freeze periodically in Temperate climates. This can work against you, letting the enemies cross it with ease and waltz right up to your defenses, but they can also work in your favor if the enemy happens to be swimming or treading on it as it freezes or thaws, respectively.
 
  
 
:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's "up". (This doesn't work with retracting bridges.) However, an actual [[door]] activates immediately and is more suitable for smaller-scale one-tile doors.
 
:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's "up". (This doesn't work with retracting bridges.) However, an actual [[door]] activates immediately and is more suitable for smaller-scale one-tile doors.
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====Remote control====
 
====Remote control====
 
:*'''Barriers'''
 
:*'''Barriers'''
::If you link a [[lever]] to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if [[thief|thieves]] can bypass a closed door once it's linked to a lever or pressure plate.) There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between pulling the lever and the barrier responding.
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::If you link a [[lever]] to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if [[thief|thieves]] can bypass a closed door once it's linked to a lever or pressure plate.) There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between between pulling the lever and the barrier responding.
  
 
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that "close" signal will be lost. Any lever will have to be pulled twice more - to reset to "open", and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.
 
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that "close" signal will be lost. Any lever will have to be pulled twice more - to reset to "open", and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.
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====The dodge-em trap====
 
====The dodge-em trap====
One of the disadvantages of the weapon trap is that skilled or lucky enemies can dodge the pointy bits.  The dodge-em trap uses the targets' dodging ability against them.  Create a narrow, elevated walkway with empty space on the sides.  Place weapon traps on the walkway.  The goal of the weapon traps is not to kill the enemy, but rather, to make the enemy ''dodge'' -- typically into the open space on one side of the walkway.  [[Gravity]] takes over at that point, and the deceleration trauma at the end of the trip has the final say.  The higher the walkway is, and the more dense the floor material at the landing site, the more damage the enemies will take upon impact.
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One of the disadvantages of the weapon trap is that skilled or lucky enemies can dodge the pointy bits.  The dodge-em trap uses the targets' dodging ability against them.  Create a narrow, elevated walkway with empty space on the sides.  Place weapon traps on the walkway.  The goal of the weapon traps is not to kill the enemy, but rather, to make the enemy ''dodge'' -- typically into the open space on one side of the walkway.  Gravity takes over at that point, and the deceleration trauma at the end of the trip has the final say.  The higher the walkway is, the more damage the enemies will take upon impact. (10 Z-levels is usually sufficient to kill anything.)
  
Using lots of low-power weapons (such as training spears or spiked wooden balls) in the traps can increase the chances of forcing a dodge, rather than impaling the enemy ''in situ'' and [[Trap#Weapon_Trap|jamming]] the trap.
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Using lots of low-power weapons (such as training spears or spiked wooden balls) in the traps can increase the chances of forcing a dodge, rather than impaling the enemy ''in situ'' and rendering the trap jammed until cleaned by a dwarf.
  
 
Don't let your dwarves engage the enemy in melee on the walkway.  Your dwarves will dodge and fall....  Firing crossbow bolts at enemies on the walkway from behind fortifications is fine, though.
 
Don't let your dwarves engage the enemy in melee on the walkway.  Your dwarves will dodge and fall....  Firing crossbow bolts at enemies on the walkway from behind fortifications is fine, though.
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===Animals===
 
===Animals===
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes close to them, that enemy may be revealed (depending on the sentry's [[Observer]] skill). If that happens, an [[announcement]] is generated and the game is paused. Most animals aren't strong enough to take more than one armored goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. You can also use this as opportunity to [[pasture]] some unwanted pets in strategic locations.
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Any animal (or dwarf) can act as a sentry - if a hidden enemy comes adjacent to them, that enemy is revealed and an [[announcement]] is generated and the game paused (even by wild animals!). Most animals aren't strong enough to take more than one armored goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. You can also use this as opportunity to [[pasture]] some unwanted pets in strategic locations.
  
 
Guard animals are a good second line of defense in open entrances after your traps. A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond. Also, the death of any animal will be [[announcement|announced]] (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some [[tame]]d animals will not fight goblins!)''
 
Guard animals are a good second line of defense in open entrances after your traps. A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond. Also, the death of any animal will be [[announcement|announced]] (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some [[tame]]d animals will not fight goblins!)''
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===Surface jobs===
 
===Surface jobs===
There are many times when dwarves want to work on the surface. [[Wood cutting]], [[Herbalist|gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or [[gem]]s, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.
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There are many times when dwarfs want to work on the surface. [[Wood cutting]], [[Herbalist|gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or [[gem]]s, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.
  
 
[[Burrow]]s are one option to handle civilian eagerness, but only [[squads|soldiers]] can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground.  
 
[[Burrow]]s are one option to handle civilian eagerness, but only [[squads|soldiers]] can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground.  
  
Making smaller enclosures in key areas with underground tunnels leading to them can be an easier first step. Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.
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Making smaller enclosures in key areas with underground tunnels leading to them can an easier first step. Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.
  
* '''Burrows.''' Making effective use of the burrow system, it's very easy to set a safe place designated as an emergency burrow and restrict civilians to it. Setting that alert state when there are enemies about causes your dwarves to immediately run to the emergency burrow and stay there until the alert is turned off.
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* '''Burrows''' Making effective use of the burrow system, it's very easy to set a safe place designated as an emergency burrow and restrict civilians to it. Setting that alert state when there are enemies about causes your dwarves to immediately run to the emergency burrow and stay there until the alert is turned off.
  
* '''Lock the front doors.''' It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.
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* '''Lock the front doors.'''It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.
  
 
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.
 
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.
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===Trade depot & caravans===
 
===Trade depot & caravans===
Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and their arrival is frequently accompanied by an ambush or a [[siege]]. If the merchants run into an enemy squad, they can be slaughtered before reaching your doors, and that hurts your reputation (as well as possibly causing your civilian dwarves to want to go running out and collect their dropped items). Consider sending heavily armored escorts when expecting a caravan (usually the middle of the third month of each season, except winter). Unless it's an elven caravan, it will have some guards escorting it, and you can take advantage of the distraction to attack an enemy from both sides, but keep in mind that if the merchants themselves are under attack, they will flee.
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Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and they can arrive in the middle of a [[siege]]. If they do, they can be slaughtered before reaching your doors, and that hurts you, (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items.) Consider sending heavily armored escorts when expecting a caravan. You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarfs drag things to it faster, and leaves it to the caravan to do the hauling.
 
 
You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarves drag things to it faster, and leaves it to the caravan to do the hauling.
 
 
 
A common trade depot design involves ''two'' separately sealable paths: one from the outside to the depot, and the other from the depot to the inside of the fortress.  This "airlock" design helps keep your inner fortress safe even if the trade depot becomes compromised.
 
  
 
The Depot Access command ({{k|D}}) shows three-tile-wide paths a caravan's wagons can take. Caravans ''still appear where those paths meet the edge of the map'', even if they have no wagons (elves don't use them). By choosing a brook bed recessed into the ground, or building floors to block travel around the edge of the map, it is possible to keep a caravan path only a few squares wide at the edge of the board, which is completely separate from all other visitors to the map. In this way you can leave the path to your Depot open all the time with virtually no risk from sieges and random creatures unless they enter one of those few squares.
 
The Depot Access command ({{k|D}}) shows three-tile-wide paths a caravan's wagons can take. Caravans ''still appear where those paths meet the edge of the map'', even if they have no wagons (elves don't use them). By choosing a brook bed recessed into the ground, or building floors to block travel around the edge of the map, it is possible to keep a caravan path only a few squares wide at the edge of the board, which is completely separate from all other visitors to the map. In this way you can leave the path to your Depot open all the time with virtually no risk from sieges and random creatures unless they enter one of those few squares.
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===Levers===
 
===Levers===
Be careful where you place the [[lever]]s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarves, or both - near a [[Activity zone|meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time.  
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Be careful where you place the [[lever]]s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a [[Activity zone|meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time.  
  
 
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[attribute]]s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.
 
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[attribute]]s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.
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For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[waterfall]]s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)
 
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[waterfall]]s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)
  
Use [[Note]]s to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, <s>dangerous</s> [[Fun]]!) Color code your levers with different color [[mechanism]]s if that works for you.
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Use [[Note]]s to label each lever and attached device and trap clearly - if you come back to a game after a week and can't remember your levers, they are useless (or, worse, dangerous!) Color code your levers with different color [[mechanism]]s if that works for you.
  
 
==General Suggestions==
 
==General Suggestions==
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====Pre-embark decisions====
 
====Pre-embark decisions====
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few [[bauxite]] can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.
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Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons, and a dwarf with the proper mix of [[ambusher]] skill starts with a free equipment - a suit of leather armor, a [[crossbow]] and several dozen steel [[bolt]]s. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few [[bauxite]] can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.
  
For most starts, unless your embark location is very close to the mouth of an open [[volcano]] or you are starting in an [[evil]] biome, there should be no serious immediate threats. Unless you are at [[war]] with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarves and thieving animals that will target your valuables.
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For most starts, unless your embark location is very close to the mouth of an open [[volcano]] or you are starting in an [[evil]] biome, there should be no serious immediate threats. Unless you are at [[war]] with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.
  
 
====Striking the earth====
 
====Striking the earth====
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One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats.  
 
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats.  
  
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarves will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to many dozens. Start with something smaller for now, but plan on how to develop the entrance you want later.
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Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to a many dozen. Start with something smaller for now, but plan on how to develop the entrance you want later.
  
 
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...
 
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...
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====It's mine!====
 
====It's mine!====
Consider how you will secure your valuables, your entrance, and any land you want to claim as "dwarf only" - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[Activity zone|meeting area]]s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarves, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard "gate" that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].
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Consider how you will secure your valuables, your entrance, and any land you want to claim as "dwarf only" - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[Activity zone|meeting area]]s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard "gate" that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].
  
 
====Inside vs. outside====
 
====Inside vs. outside====
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Traps are a good friend for the starting player. We're talking the simple traps that a mechanic places - complex death traps are up to you. Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone. When goblins show, they can number less than a dozen to start, but grow over time. Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there. But lead your target - count on the next attack being larger than the last.
 
Traps are a good friend for the starting player. We're talking the simple traps that a mechanic places - complex death traps are up to you. Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone. When goblins show, they can number less than a dozen to start, but grow over time. Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there. But lead your target - count on the next attack being larger than the last.
  
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat & etc. from those corpses, just not breeding stock.)
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If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat & etc from those corpses, just not breeding stock.)
  
As your dwarves create weapons, or you trade for them, or (later) as you [[goblinite|gather]] those of your fallen enemies, [[Trap#Weapon_Trap|weapon traps]] will become attractive. There is no hard rule or formula for all this - be creative.
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As your dwarfs creates weapons, as you trade for them, or (later) as you gather those of your fallen enemies, [[Trap|weapon traps]] will become attractive. There is no hard rule or formula for all this - be creative.
  
 
====Complex traps====
 
====Complex traps====
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====Military====
 
====Military====
To start, you will probably have few if any full-time military standing guard over your dwarves - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarves can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarves as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See [[Military design]] for a more complete discussion on planning and deploying military and militia.
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To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See [[Military design]] for a more complete discussion on planning and deploying military and militia.
  
 
==Different philosophies==
 
==Different philosophies==
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* Hunting requires chasing animals across the map, almost invariably far from home. For maximum safety, you're better off disabling your hunters.
 
* Hunting requires chasing animals across the map, almost invariably far from home. For maximum safety, you're better off disabling your hunters.
 
* Woodcutting requires trees to chop down, and trees grow on the surface. Once you discover the [[cavern]]s, you can build [[Tree farming|tree farm]]s underground to solve your wood needs.
 
* Woodcutting requires trees to chop down, and trees grow on the surface. Once you discover the [[cavern]]s, you can build [[Tree farming|tree farm]]s underground to solve your wood needs.
* Grazing livestock require grassy pastures. Once you discover caverns, you can likewise establish pastures underground, on well-grown underground floor.
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* Grazing livestock require grassy pastures. Once you you discover caverns, you can likewise establish pastures underground, on well-grown underground floor.
 
* Giving water to the wounded requires fresh water. Internalize your water supply with a [[well]].
 
* Giving water to the wounded requires fresh water. Internalize your water supply with a [[well]].
 
* [[Caravan]]s need to get in while ambushers and siegers need to stay out. Using the fact that wagons need a three-tile-wide path to your trade depot, you can place strategic constructions around the map to force them to always take one easily-defended route.
 
* [[Caravan]]s need to get in while ambushers and siegers need to stay out. Using the fact that wagons need a three-tile-wide path to your trade depot, you can place strategic constructions around the map to force them to always take one easily-defended route.

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