v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Military design

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior|11:03, 18 May 2015 (UTC)}}
 
{{av}}
 
 
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda.   
 
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the training, organization and deployment of your military, the soldiers that will use your defenses for the greater glory blah blah blah, yadda yadda yadda.   
  
Line 10: Line 8:
  
 
=Military=
 
=Military=
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted.)
+
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarfs, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted.)
  
 
==Training==
 
==Training==
Training [[soldier]]s up is actually fairly quick - less than a season for [[wrestling]], and again for a weapon skill.  [[Shield user]] and [[armor user]] take longer, so getting on it asap, 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.
+
Training [[soldier]]s up is actually fairly quick currently<sup>{{version|44d11}}</sup> - less than a season for [[wrestling]], and again for a weapon skill.  [[Shield user]] and [[armor user]] take longer, so getting on it asap, 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.
  
One of the important parts of a military is to have dwarves with high [[attributes]], 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 dwarfs with high [[attributes]], and that requires training them up.  See [[cross-training]] for suggestions on various attribute training plans.
  
 
===Daylight training room===
 
===Daylight training room===
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaptation]] in your military. You can use an [[archery target]] this way, too.
+
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too.  
  
 
==Organization==
 
==Organization==
Line 35: Line 33:
 
When ganging up on dangerous creatures (such as megabeasts), turning off "Chase wild animals" is preferable until all units are in position.  Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.
 
When ganging up on dangerous creatures (such as megabeasts), turning off "Chase wild animals" is preferable until all units are in position.  Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.
  
Likewise, often champions will rush out on their own to do battle with an overwhelming force of siegers.  Keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit.  (Having a good lockable front gate will also avoid this.)
+
Likewise, often champions will rush out on their own to do battle with an overwhelming force of siegers.  Keep the entire squad far back from the exit until they are all armed and armoured, and ready to roll as a unit.  (Having a good lockable front gate will also avoid this.)
  
==Militia & Armed civilians==
+
=Militia & Armed civilians=
Besides professional, full-time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.
+
Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.
  
 
* See also '''[[Cross-training]]''' for suggestions on training attributes & civilian/military mixes.
 
* See also '''[[Cross-training]]''' for suggestions on training attributes & civilian/military mixes.
  
 
====Training: self-sorting migrants====
 
====Training: self-sorting migrants====
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious [[Preference|likes or dislikes]], you can go with those - if they like "steel", they'll be a [[weaponsmith]] or [[armorsmith]], if they like aluminum or platinum, maybe a [[metal crafter]], and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarves and marksdwarves, and some to become haulers - who's who?  
+
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious [[Like|likes or dislikes]], you can go with those - if they like "steel", they'll be a [[weaponsmith]] or [[armorsmith]], if they like aluminum or platinum, maybe a [[metal crafter]], and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarfs and marksdwarfs, and some to become haulers - who's who?  
  
 
The answer is - let ''them'' decide, by what [[attribute]]s they gain. Haulers need some Strength if they're hauling stone (and [[furnace operator]]s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances.  So put any migrants who are not obviously ear-marked into a quick training program - have them [[mining|mine]] soil for a season, or work on [[pump]]s, or assign them as your [[bookkeeper]] or [[stone detailing|smoothing stone]], whatever works for you.  After a few attribute gains (you'll see 5 before they hit Legendary, 6 not long after - up to you when they're "ready"*), see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone "faster", both walking and many tasks, so that is up to you to place where you want it most.  
 
The answer is - let ''them'' decide, by what [[attribute]]s they gain. Haulers need some Strength if they're hauling stone (and [[furnace operator]]s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances.  So put any migrants who are not obviously ear-marked into a quick training program - have them [[mining|mine]] soil for a season, or work on [[pump]]s, or assign them as your [[bookkeeper]] or [[stone detailing|smoothing stone]], whatever works for you.  After a few attribute gains (you'll see 5 before they hit Legendary, 6 not long after - up to you when they're "ready"*), see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone "faster", both walking and many tasks, so that is up to you to place where you want it most.  
Line 55: Line 53:
  
 
====Non-hunting hunters====
 
====Non-hunting hunters====
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armored.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note that hunters will sleep on the ground when they are tired instead of walking to a bed, which will result in unhappy thoughts.
+
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the [[Hunting]] skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armoured.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them.
  
 
====Woodcutters ftw====
 
====Woodcutters ftw====
Line 67: Line 65:
 
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it.
 
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once, the game does not allow it.
  
==Siege operators==
+
=Siege operators=
 
There are 4 important things to remember about siege operators:
 
There are 4 important things to remember about siege operators:
  
# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being "Activated" for the military - it's just another civilian job.
+
:*1) They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being "Activated" for the military - it's just another civilian job.
# Training siege operation is slooooow.  Start early.
+
 
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.
+
:*2) Training siege operation is slooooow.  Start early.
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See [[cross-training]] for suggestions.)
+
 
 +
:* 3) Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.
 +
 
 +
:* 4) Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See [[cross-training]] for suggestions.)
 +
 
  
 
==A guide for siege engine operations==
 
==A guide for siege engine operations==
Line 84: Line 86:
 
* Start off with two [[miner]]s and a [[woodcutter]] trained to proficient siege engineer status  
 
* Start off with two [[miner]]s and a [[woodcutter]] trained to proficient siege engineer status  
  
* After your fortress has about 50 dwarves, build a siege workshop, place it at the front of your fort near the battlements and designate a custom [[stockpile]] within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone.  
+
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom [[stockpile]] within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone.  
  
* Make sure only one of your dwarves is set to have siege engineering as an active labor. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new [[Mechanic]] or [[Siege engineer]] dwarves arrive, make sure to disable siege engineering for them.
+
* Make sure only one of your dwarfs is set to have siege engineering as an active labour. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new [[Mechanic]] or [[Siege engineer]] dwarfs arrive, make sure to disable siege engineering for them.
  
 
* You'll need [[wood]], lots of wood.  
 
* You'll need [[wood]], lots of wood.  
Line 122: Line 124:
 
Put them to training on [[pump]]s, mining through soil and/or [[Bookkeeper|bookkeeping]] to improve [[attributes]]. "Tough" recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - "Very Strong" recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)''  
 
Put them to training on [[pump]]s, mining through soil and/or [[Bookkeeper|bookkeeping]] to improve [[attributes]]. "Tough" recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - "Very Strong" recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)''  
  
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarves, just something above peasant level.  If you want, use [[cross-training]] to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)
+
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarfs, just something above peasant level.  If you want, use [[cross-training]] to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)
  
 
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.
 
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.
Line 130: Line 132:
 
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.
 
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.
  
==Animals==
+
=Animals=
  
 
[[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.  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.  (Dogs follow the one who trained them until they are assigned.)
 
[[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.  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.  (Dogs follow the one who trained them until they are assigned.)
Line 143: Line 145:
 
:*[[Defense design]]
 
:*[[Defense design]]
 
:*[[cross-training#Army corps of engineers]]
 
:*[[cross-training#Army corps of engineers]]
 +
 +
 +
[[Category:Guides]]
 +
[[Category:Fortress defense| ]]
 +
[[Category:World]]
 +
[[Category:Design]]
  
 
<!------
 
<!------
Line 149: Line 157:
 
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.
 
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.
  
2a) Craft some <nowiki><no-quality></nowiki> silver weapons for your dwarves to practice with, so they {{subst:subl|Weapon#Damage calculation|aren't as dangerous}}. ''(See {{subst:subl|strange mood}}s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.
+
2a) Craft some <nowiki><no-quality></nowiki> silver weapons for your dwarves to practice with, so they [[Weapon#Damage calculation|aren't as dangerous]]. ''(See [[strange mood]]s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.
  
 
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.
 
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.
Line 155: Line 163:
 
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.
 
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.
 
-->
 
-->
 
{{Category|Guides}}
 
{{Category|Fortress defense| }}
 
{{Category|Design}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)