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 23a:Siege

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 "23a"). 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 26: Line 26:
  
 
=== Humans ===
 
=== Humans ===
[[Human]]s will attack you if you anger them - see [[Diplomat#Diplomacy|Diplomacy]] for more details. Their large stature allows them to swing heavy mauls, and they can bypass any traps spied out by their [[diplomat]]s.
+
[[Human]]s will attack you if you anger them - see [[Diplomat#Diplomacy|Diplomacy]] for more details. Their large stature allows them to swing heavy mauls, and they can bypass any traps spied out by their diplomats.
  
When a Human civilization decides to attack you, they will '''lay siege''' to your fortress - upon arriving, each squad of soldiers will set up a [[campfire]] near the map edge and wait there ''for an entire year'', attacking any dwarves who go outside (e.g. wood cutters, herbalists, fishers, or hunters) and preventing any caravans from arriving, effectively isolating your fortress from the rest of the world and putting it at risk of starvation if its industries are not sufficiently developed.
+
When a Human civilization decides to attack you, they will '''lay siege''' to your fortress - upon arriving, each squad of soldiers will set up a campfire near the map edge and wait there ''for an entire year'', attacking any dwarves who go outside (e.g. wood cutters, herbalists, fishers, or hunters) and preventing any caravans from arriving, effectively isolating your fortress from the rest of the world and putting it at risk of starvation if its industries are not sufficiently developed.
  
 
A single siege consists of 5-10 squads of soldiers, each led either by a random Elite soldier or a historical figure from the nearby Human civilization. Each squad consists of an additional 15 soldiers wielding the same weapon as its leader (e.g. an Axe Lord will be followed by 15 Axemen).
 
A single siege consists of 5-10 squads of soldiers, each led either by a random Elite soldier or a historical figure from the nearby Human civilization. Each squad consists of an additional 15 soldiers wielding the same weapon as its leader (e.g. an Axe Lord will be followed by 15 Axemen).
  
 
=== Elves ===
 
=== Elves ===
[[Elf|Elves]] may attack you if you make them angry - see [[Diplomat#Diplomacy|Diplomacy]] for more details. In particular, their current level of Attack Desire influences the magnitude of their attacks.
+
[[Elf|Elves]] may attack you if you make them angry - see [[Diplomat#Diplomacy|Diplomacy]] for more details. In particular, their current level of Anger influences the magnitude of their attacks.
  
 
At lower levels of anger, the Elves will send several squads of bowmen (bowelves?) to sneak up on your Dwarves and turn them into pincushions. This is not strictly a siege as they will lie in ambush in the forest rather than enter your filthy meat-strewn smoking hole in the ground. Each squad consists of an Elite Bowman leading 4-6 additional Elite Bowmen, all waiting in ambush.
 
At lower levels of anger, the Elves will send several squads of bowmen (bowelves?) to sneak up on your Dwarves and turn them into pincushions. This is not strictly a siege as they will lie in ambush in the forest rather than enter your filthy meat-strewn smoking hole in the ground. Each squad consists of an Elite Bowman leading 4-6 additional Elite Bowmen, all waiting in ambush.
  
 
The number of squads depends on how much you've managed to anger them:
 
The number of squads depends on how much you've managed to anger them:
* 14 or less: 2-3 squads
+
* Anger 14 or less: 2-3 squads
* 15-29: 4-5 squads
+
* Anger 15-29: 4-5 squads
* 30-44: 6-7 squads
+
* Anger 30-44: 6-7 squads
* 45 or more: 8 squads
+
* Anger 45 or more: 8 squads
  
At level 45 or higher, the Elves will additionally send 1-3 '''Druids''' of potentially historical origin, each leading 2-4 additional Elite Bowmen, who will openly attack anybody who approaches them. The druids themselves don't really do anything - in the distant past (predating even version 0.21.93.19a), they would cast spells and animate the nearby [[tree]]s to [[treant|attack]] the fortress, but now they just stand around and do nothing. Once the attackers run out of arrows, they will flee the map and return to the forest from which they came.
+
At anger level 45 or higher, the Elves will additionally send 1-3 '''Druids''' of potentially historical origin, each leading 2-4 additional Elite Bowmen, who will openly attack anybody who approaches them. The druids themselves don't really do anything - in the distant past (predating even version 0.21.93.19a), they would cast spells and animate the nearby [[tree]]s to attack the fortress, but now they just stand around and do nothing. Once the attackers run out of arrows, they will flee the map and return to the forest from which they came.
  
 
=== Kobolds ===
 
=== Kobolds ===
Line 50: Line 50:
 
Kobolds always send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
 
Kobolds always send 1-3 thieves to your fortress, adding more depending on how many items their last raid managed to steal:
 
* exactly 1 theft - add 1-2 more thieves
 
* exactly 1 theft - add 1-2 more thieves
* exactly 2 thefts - ''no additional thieves''
 
 
* 3 or more thefts - add 1-4 more thieves
 
* 3 or more thefts - add 1-4 more thieves
 
* 5 or more thefts - add 1-4 more thieves
 
* 5 or more thefts - add 1-4 more thieves
Line 72: Line 71:
  
 
===Active Defense===
 
===Active Defense===
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major chokepoints, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksman|marksdwarves]] where they can rain death on the enemies without being shot themselves (this is why you carve [[fortification]]s).
+
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major chokepoints, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksman|marksdwarves]] where they can rain death down on the enemies (this is why you build [[fortification|fortifications]]).
 
*War [[dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and release them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.
 
*War [[dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and release them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.
 
*[[Siege engine|Siege weapons]] can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take unacceptably long times for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.
 
*[[Siege engine|Siege weapons]] can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take unacceptably long times for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.

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)