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Editing 40d:Military design

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{{Quality|Superior|11:03, 18 May 2015 (UTC)}}
 
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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.   
  
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=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.)
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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.
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Training [[soldier]]s up is actually fairly quick currently{{version|0.28.181.40d}} - 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.
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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===
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==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.
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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?  
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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.  
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* 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.  
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* 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.
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* 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.  
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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.)
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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.
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:*[[Defense design]]
 
:*[[Defense design]]
 
:*[[cross-training#Army corps of engineers]]
 
:*[[cross-training#Army corps of engineers]]
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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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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.
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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.
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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.
 
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{{Category|Guides}}
 
{{Category|Fortress defense| }}
 
{{Category|Design}}
 

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