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Editing Security design

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:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Security design''' focuses on how to turn the physical layout and architecture of a fort into a defensible whole. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military design]]'''.
  
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Security design''' focuses on how to turn the physical layout and architecture of a fort into a defensible whole. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military design]]'''.
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:::::'''''Editors & Contributors''' - Please see the discussion page before posting.''
  
{{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|Invaders can now [[jump]] and [[climb]] to a degree.  Familiarize yourself with these mechanics before implementing these strategies. When in doubt, replacing pits with [[fortification|fortifications]] is probably a good first step.}}
 
  
 
==Standard key==
 
==Standard key==
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   '''Key:'''
 
   '''Key:'''
 
  '''symbol  tile'''
 
  '''symbol  tile'''
      Open space
+
  ·  Empty space
 
   +  -  Constructed floor, or top of wall section from lower level
 
   +  -  Constructed floor, or top of wall section from lower level
 
   '''0'''  -  Isolated wall section
 
   '''0'''  -  Isolated wall section
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==General suggestions==
 
==General suggestions==
General designs include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes. At the most basic level, a retracting bridge over a central stairway can isolate the surface from your fortress. On the truly labor-intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map (except for a bug which occasionally causes creatures to spawn in the interior of the map).
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General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes.
  
===Surface isolation===
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Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor-intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control. 
A bridge which can isolate your fortress from the surface at the pull of a [[lever]] is a very effective preliminary defense, and still serves as a backup plan when you add larger and more resource-intensive defenses. A raising bridge can be used if you dug your entrance into the side of a hill, or a retracting bridge over your central stairwell if you dug straight down from the surface. Retracting bridges have the advantage of being non-lethal to dwarves and animals (in the event of a lever-pulling mishap) but are a little more complicated to build.
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===Castle with a moat===
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One of the easiest ways to protect your dwarves is to build a castle with a moat. The first step is to start your journey on a river. The first part of the castle that should be built is a canal about five wide with drawbridges to keep anything from getting into your fort. The next step is to build a two-thick wall with ramps to get up so that the dwarves can shoot from it and keep aquatic threats from simply swimming to the other side of the fort. You can also carve fortifications into the wall to allow your dwarves to  more efficiently shoot from the wall.
  
 
===Meeting area as defense===
 
===Meeting area as defense===
  
Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thief|thieves]] and protect your stockpiles from pesky [[kea]], at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.
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Especially in the very early game, you can use a [[Zone#Meeting_Area|meeting zone]] to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as [[thief|thieves]] near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.
  
 
===Guard Animals===
 
===Guard Animals===
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Both [[thief|thieves]] and [[ambush]]es are invisible until something detects them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anything.  Once this happens (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by [[restraint|restrain]]ing or assigning them to a [[pasture]] in entryways.
 
Both [[thief|thieves]] and [[ambush]]es are invisible until something detects them - a dwarf, a [[caravan]], a wild creature, a [[domestic animal]], anything.  Once this happens (even if it was triggered by a wild [[groundhog]] on the far edge of the map), the game will pause with the appropriate [[announcement]], forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by [[restraint|restrain]]ing or assigning them to a [[pasture]] in entryways.
  
There are some considerations to good placement of such animals.  If you have a 1- or 2-tile-wide hall, one animal is enough.  If you have a 3-tile-wide hallway, a single pastured animal placed in the middle is still sufficient, or you can restrain two animals, one at each side of the hall.   
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There are some considerations to good placement of such animals.  If you have a 1- or 2-wide hall, one animal is enough.  If you have a 3-wide hallway, a single pastured animal placed in the middle is still sufficient, or you can restrain two animals, one at each side of the hall.   
  
<diagram>
 
 
  ══════════    R = restraint
 
  ══════════    R = restraint
 
  +++1R1++++    1 = area of animal 1
 
  +++1R1++++    1 = area of animal 1
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  +++2R2++++    b = area of both
 
  +++2R2++++    b = area of both
 
  ══════════
 
  ══════════
</diagram>
 
  
Either arrangement creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restraint]]s and [[pasture]]s and their contained creatures without a problem (however, do note that wagons will not appear on the map edge if a creature is blocking their intended location).  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.
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Either arrangement creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into an animal. Caravans can pass over [[restraint]]s and [[pasture]]s and their contained creatures without problem (however, do note that wagons will not appear on the map edge if a creature is blocking their intended location).  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.
  
 
Unless you're happy losing these animals on a regular basis, you should try to keep them alive.
 
Unless you're happy losing these animals on a regular basis, you should try to keep them alive.
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[[Animal trainer|Hunting animals]] have better observation (sight range) than their regular or war counterparts.
 
[[Animal trainer|Hunting animals]] have better observation (sight range) than their regular or war counterparts.
 
===Basic entryway===
 
One of the more basic designs is a fortified wall surrounded by a moat. The moat should be a channel at least three tiles wide to keep anything from jumping across into your fort. Dig one additional tile on each side to prevent creatures from climbing out of the moat. You can flood the moat if you like, however doing so actually reduces its effectiveness. The next step is to build a wall around the inside of the moat (at least one tile from the edge). Add a layer of fortifications on top of the wall to deter climbers and allow your marksdwarves to fire on enemies outside.
 
 
<diagram>
 
sideview
 
       
 
      #
 
____  _▒_
 
░░░_____░░
 
</diagram>
 
  
 
===Defending the edge===
 
===Defending the edge===
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code. Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''
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You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code. {{verify}}  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving [[harpy|harpies]] and skeletal [[giant eagle]]s)''
  
* To start with, you can channel the '''''second''''' square from the edge.  This will block the appearance of trade caravan [[wagon]]s and prevent their movement along that edge of the map. Constructed track tiles (but not ramps) can also be used to block wagon movement.
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* To start with, you can channel the '''''second''''' square from the edge.  This will block the appearance of trade caravan [[wagon]]s and prevent their movement along that edge of the map. If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.
* If there is only one wagon-accessible path to your Trade Depot, caravans will be forced to appear on that path. Limiting the caravan's options allows for better-prepared defenses along the caravan route.  
 
 
* You can also build drawbridges all the way up to the edge.  A long, skinny, raised bridge is effectively a wall; however, it looks the same whether it's open or closed.
 
* You can also build drawbridges all the way up to the edge.  A long, skinny, raised bridge is effectively a wall; however, it looks the same whether it's open or closed.
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* If you channel to the second square from the edge where the '''''edge square''''' contains a tree then you have an impassible barrier while the tree survives.
 
* You can with some work use [[Obsidian]] casting to wall to the map edge
 
* You can with some work use [[Obsidian]] casting to wall to the map edge
  
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive. Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.
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Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive. Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.
  
Occasionally creatures have a strange habit of appearing well inside the map due to a bug. Additional defenses at these locations may be required.  ''[Note: On one 6x7 map [[horse]]s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''
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Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map [[horse]]s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''
  
 
==== Design considerations ====
 
==== Design considerations ====
  
* The moat should be designed to prevent entry except by falling from both sides. Such as a wall or digging the moat 2 z levels down
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* The moat should be designed to prevent entry except by falling and exit except by climbing, from both sides. (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.
 
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)
 
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)
 
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as [[tree|trees]] on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any [[channel]]ing permanently changes the dug-out tile to "Light Above Ground", which restricts these features from tiles near the edge even if floors are later constructed to close the space.
 
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as [[tree|trees]] on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any [[channel]]ing permanently changes the dug-out tile to "Light Above Ground", which restricts these features from tiles near the edge even if floors are later constructed to close the space.
 
* Because migrants might turn up near wild animals or be followed closely by [[goblin|goblins]], it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:
 
* Because migrants might turn up near wild animals or be followed closely by [[goblin|goblins]], it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:
 
** Natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.
 
** Natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.
** Floors.  Building a square of floor over a ramp at the map's edge makes the ramp unusable.
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** Trees.  If left intact they separate any fertile patches into many small segments.
** You can build drawbridges up to the edge and raise them.  This will completely obstruct passage of almost every creature.
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** Floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a [[one-way]] path.{{verify}}
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote-controlled bridges.  (Doors will not hold back [[building destroyer]]s, and remote [[lever]] control is needed because other gates can be "taken by invaders" and become non-lockable.) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.
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** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.
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** You can build up ramps at the edge, which may disrupt passage?<sup>Needs testing</sup>
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** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.<sup>Probably not.</sup>
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* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back [[building destroyer|building destroyers]], and remote [[lever]] control is needed because other gates can be "taken by invaders" and become non-lockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.
  
 
===Simple 5x5 Archer's Tower===
 
===Simple 5x5 Archer's Tower===
 
{{main|Archery tower}}
 
{{main|Archery tower}}
  
Build a [[Archery tower|tower]] specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. These tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[wall]]s up to the second or third floor and then carve fortifications into them, so your dwarves can fire out.  For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and/or [[dining room]] in or near the tower. Add a door or hatch to lock them in.
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Build a [[archery tower|tower]] specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. These tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct [[wall]]s up to the second or third floor and then carve fortifications into them, so your dwarves can fire out.  For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], [[well]] and/or [[dining room]] in or near the tower. Add a door or hatch to lock them in.
  
 
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
 
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
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You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)
 
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)
 
''[Note: Due to a number of outstanding bugs, siege engines are generally quite ineffective...]''
 
  
 
===Control Room===
 
===Control Room===
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===AI abuse===
 
===AI abuse===
Taking advantage of the game's artificial intelligence and [[path]]finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be fully automated via [[pressure plate]]s if you're feeling adventurous. (Even if you're a stickler for realism, you can justify this method as a way of letting Urist McRedshirt taunt the invaders into your hall-o-fun.)
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Taking advantage of the game's Artificial Intelligence and [[path]]finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be fully automated via [[pressure plate]]s if you're feeling adventurous.
  
 
===Bait animal===
 
===Bait animal===
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Build a long, narrow, and twisty passage, accessible from the outside, possibly even unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress.  
 
Build a long, narrow, and twisty passage, accessible from the outside, possibly even unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress.  
  
If the animal is underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone|pit/pond]]. That way, you can "reload" a new bait animal from the safety of your fortress.  Note that this requires using a non-pet-passable door and that falls of more than a couple z-levels may injure your bait.
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If the animal is underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone|pit/pond]]. That way, you can "reload" a new bait animal from the safety of your fortress.  Note that this requires using a non-pet-passable door and that falls more than a couple z-levels may injure your bait.
  
 
=====Distractions=====
 
=====Distractions=====
Releasing a [[cage]] full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.  This can be useful as an emergency measure since the animals need to be stored somewhere, anyway.  
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Releasing a [[cage]] full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.  This can be useful as an emergency measure since the animals need to be stored somewhere anyway.  
  
 
Alternatively, you can use remotely-actuated doors tied to a [[repeater]]: open providing a tempting target for enemy archers, then closed to block their arrows and protect the bait. Similarly, a captured [[necromancer]] can continually raise a few undead to give enemy archers easy targets to pincushion.
 
Alternatively, you can use remotely-actuated doors tied to a [[repeater]]: open providing a tempting target for enemy archers, then closed to block their arrows and protect the bait. Similarly, a captured [[necromancer]] can continually raise a few undead to give enemy archers easy targets to pincushion.
 
[[Minecart]]-riding dwarves can easily distract enemy archers--and if they are moving fast enough they'll be very difficult to hit. Getting your own archers to ride in the minecart, however, is quite a chore.
 
  
 
=====Vanishing act=====
 
=====Vanishing act=====
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Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps.  
 
Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps.  
  
<diagram>
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<pre>
 
+++++║+++++
 
+++++║+++++
 
+++++║+++++
 
+++++║+++++
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+++++║+++++
 
+++++║+++++
 
+++++║+++++
 
+++++║+++++
</diagram>
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</pre>
  
 
=====Pathing slowdowns=====
 
=====Pathing slowdowns=====
 
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.
 
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.
 
=====Goblin loyalty is a beautiful thing.=====
 
Don't use cage traps as the front line of defense, as currently, a goblin squad will follow its leader indefinitely, and if its leader is caught in a cage the rest of the goblins will just stand there until they find [[Wood cutter|something]] [[fisherdwarf|to]] [[hunter|do]] rather than exploring the lovely, pointy playground you've created.
 
 
On the other hand, this can be a fantastic way to train your siege operators, as the entire squad will valiantly stand guard at their leader's cage even in the face of overwhelming barrages of stone and metal, and unlike a bait animal neither the goblins nor your own attacks will kill their caged leader. Leave them alone long enough, and they'll eventually start killing their own deserters!
 
  
 
==Entrance designs==
 
==Entrance designs==
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===Siege Engines===
 
===Siege Engines===
''[Note: Due to a number of outstanding bugs, siege engines are generally quite ineffective...]''
+
One effective way to have [[siege engine]]s (help) defend your fortress is:
 
 
One way to have [[siege engine]]s (help) defend your fortress is:
 
  
 
'''One ballista vs 3-wide hallway'''
 
'''One ballista vs 3-wide hallway'''
 
<diagram>
 
 
  ══════════════════════════╦═════
 
  ══════════════════════════╦═════
  Entrance++++++++++++▼    ║▐▀\
+
  Entrance++++++++++++▼·····║▐▀\
  Entrance++++++++++++▼    ╬◄═«
+
  Entrance++++++++++++▼·····╬◄═«
  Entrance++++++++++++▼    ║▐▄/
+
  Entrance++++++++++++▼·····║▐▄/
 
  ══════════════════════════╩═════
 
  ══════════════════════════╩═════
</diagram>
 
  
Using this design you can (theoretically) cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 20-24 tiles of them, regardless of the actual path to that threat.
+
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are "civilians") will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.
  
 
====Ballista battery====
 
====Ballista battery====
 
Three (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.   
 
Three (or more!) ballistae can be put into a "battery" if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.   
  
<diagram>
 
 
                                 ╔═══
 
                                 ╔═══
 
  ══════════════════════════╦══╦══╝▐▀\
 
  ══════════════════════════╦══╦══╝▐▀\
  Entrance++++++++++++▼    ╬ ╬▐▀\◄═«  (~ammo~)
+
  Entrance++++++++++++▼·····╬ ╬▐▀\◄═«  (~ammo~)
  Entrance++++++++++++▼    ╬▐▀\◄═«▐▄/
+
  Entrance++++++++++++▼·····╬▐▀\◄═«▐▄/
  Entrance++++++++++++▼    ╬◄═«▐▄/ (~ammo~)
+
  Entrance++++++++++++▼·····╬◄═«▐▄/ (~ammo~)
 
  ══════════════════════════╣▐▄/ (~ammo~)
 
  ══════════════════════════╣▐▄/ (~ammo~)
 
                           ╚═════════
 
                           ╚═════════
</diagram>
 
  
 
Be sure to use fortifications to prevent dwarves from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Although less effective than ballistae, it's a little more firepower - and that can't be a bad thing.
 
Be sure to use fortifications to prevent dwarves from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Although less effective than ballistae, it's a little more firepower - and that can't be a bad thing.
Line 227: Line 203:
  
 
Level Z+0 (ground):
 
Level Z+0 (ground):
<diagram>
 
 
   ...............
 
   ...............
 
  F ═══════════════
 
  F ═══════════════
Line 237: Line 212:
 
  S ═══════════════
 
  S ═══════════════
 
  S ...............
 
  S ...............
</diagram>
 
  
 
Level Z+1 (bridge):
 
Level Z+1 (bridge):
  
<diagram>
+
  E ·····║+++║·····
  E     ║+++║   
 
 
  N +++++║+++║+++++
 
  N +++++║+++║+++++
  T     ╬☺++║   
+
  T ·····╬☺++║·····
  R     ╬☺++║   
+
  R ·····╬☺++║·····
  A     ╬☺++║      <-- archers shoot them from up above
+
  A ·····╬☺++║····· <-- archers shoot them from up above
  N     ╬☺++║   
+
  N ·····╬☺++║·····
  C     ╬☺++║   
+
  C ·····╬☺++║·····
 
  E +++++║+++║+++++
 
  E +++++║+++║+++++
        ║+++║   
+
  ·····║+++║·····
</diagram>
 
  
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As they move past the bridge they are targeted from behind (which is one level above) by the marksdwarves waiting in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any dangerous enemy archers will remain close to the bridge, hopefully under the concentrated fire of your marksdwarves.
+
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.
  
 
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above).
 
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above).
Line 272: Line 244:
  
 
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.  A walled maze gives melee an advantage, but an open maze gives advantage to ranged attackers.
 
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.  A walled maze gives melee an advantage, but an open maze gives advantage to ranged attackers.
<diagram>
+
{{diagram|spaces=yes|
++++++++++++++++++Entrance             
+
++++++++++++++++++ENTRANCE+
╔═╦════════════════0╞═╡0  <-- Bridge 1
+
══╦════════════════O╞═╡O╦══  <-- Bridge 1
║<║                +++
+
+☺╬·+++++++++++++++++++·╬☺+
║☺╬ +++++++++++++++++++
+
++╬·+···············╞═╡·╬++ <-- Bridge 2
++             0╞═╡║  <-- Bridge 2
+
++╬·+·+++·+++·+++·+++++·╬++
++ ╬╬╬╬╬╬╬╬╬╬╬╬╬╣+++
+
+☺╬·+·+·+·+·+·+·+·+·+++·╬☺+
║☺╬ + ╬☺+++++++>║+++
+
++╬·+·+·+·+·+·+·+·+·+++·╬++
++ +╬╬╬╬╬╬╬╬╬╬╬║+++
+
++╬·+·+·+·+·+·+·+·+·+++·╬++
++ ╬☺+++++++<║+++
+
+☺╬·+++·+++·+++·+++·+++·╬☺+
║☺╬ + ╬╬╬╬╬╬╬╬╬╬╬╬╬╝+++
+
++╬·················+++·╬++
++               +++
+
++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗·+++·╬++
++++++++++++++++++++
+
++☺++☺++☺++☺++☺++☺╬·+++·╬☺+
║☺╬                +++
+
++++++++++++++++++╬·+++·╬++
+╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗ +++
+
++++++++++++++++++╬·+++·╬++
+☺++☺++☺++☺++☺++☺║ +++║
+
══════════════╗++☺╬·+++·╬☺+
╚═════════════════╩╗+++║
+
              +++╬·+++·╬++
                  ║╞═╡║  <-- Bridge 3
+
              ║+++╬·+++·╬++
                Fortress
+
              ++☺╬·╞═╡·╬☺+  <-- Bridge 3
</diagram>
+
}}
 
The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.
 
The 3 tile wide lane is for traders, so if your [[trade depot]] is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.
  
 +
Another option is to replace bridge 2 with a [[Wagon#Wagon-only_entrances|wagon-only entrance]]
  
 
===Bridge Use===
 
===Bridge Use===
Line 310: Line 283:
 
Using ballistae, marksdwarves, bridges, traps, and guard animals in tandem brings up a few more considerations.
 
Using ballistae, marksdwarves, bridges, traps, and guard animals in tandem brings up a few more considerations.
  
*Be careful about positioning your marksdwarves and ballistae opposite each other as an unlucky ballista bolt might injure a marksdwarf on the other side.
+
*Given the tendency of ballistae to pierce through enemies and knock out an entire row, forcing invaders along narrow paths can score multiple hits per shot.  This is the most efficient use of these valuable pieces.
*Ballista are operated by Dwarf civilians. Therefore putting your ballista right next to the path the [[Goblin_christmas|friendly neighbors]] use will cause your BallistaDwarfs to run off right as you want them to fire.
+
*Be careful about positioning your marksdwarves and ballistae opposite each other as an unlucky bolt might pierce a battlement on the other side.
 +
*Ballista are operated by Dwarf civilians. Therefore putting your ballista right next to the path the [[Goblin_christmas|friendly neighbors]] use, will cause your BallistaDwarfs to run off right as you want them to fire.
 
*Adding a stair back at the entrance of a trap hallway allows dwarves to access loot that falls; it also forces anything that dodges off the edge to walk the entire length again.
 
*Adding a stair back at the entrance of a trap hallway allows dwarves to access loot that falls; it also forces anything that dodges off the edge to walk the entire length again.
 
*Filling the walkway with traps is also highly recommended.  Throwing random weapon traps around the map in high-traffic areas isn't a bad idea.  Traps are cheap and effective, use them liberally.
 
*Filling the walkway with traps is also highly recommended.  Throwing random weapon traps around the map in high-traffic areas isn't a bad idea.  Traps are cheap and effective, use them liberally.
 
*War animals are convenient for catching thieves.  They also serve as bait.  Don't place them where enemy archers can reach them easily, and keep them well out of range of the inevitable hailstorm of bolts.
 
*War animals are convenient for catching thieves.  They also serve as bait.  Don't place them where enemy archers can reach them easily, and keep them well out of range of the inevitable hailstorm of bolts.
 
*Bridges, and for non-building-destroyers, doors, can be used to control the movement of enemies.
 
*Bridges, and for non-building-destroyers, doors, can be used to control the movement of enemies.
 +
*Don't use cage traps as the front line of defense.  Currently, a goblin squad will follow its leader indefinitely, and if its leader is caught in a cage the rest of the goblins will just stand there until they find [[Wood cutter|something]] [[fisherdwarf|to]] [[hunter|do]] rather than exploring the lovely, pointy playground you've created.
  
  
<diagram>
+
                        Base
                                      Fortress
+
                        ║╞═╡║
 +
                        ║D+D║ ╞═╡= Bridge
 +
                        ║D+D║  D = War Dog (chained)
 +
  ☺  ☺  ☺  ☺  ☺  ☺  ☺  ║+++║  ^ = Trap
 +
╔╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬═╝+++╠════
 +
║.......................+++║▐▀\
 +
║.++^+^+^+^+^+^+^+^++++++++╬◄═«
 +
║.+.....................+++║▐▄/
 +
║.+.....................+++║▐▀\
 +
║.++^+^+^+^+^+^+^+^+++..+++╬◄═«
 +
║....................+..+++║▐▄/
 +
║....................+..+++║▐▀\
 +
║.++^+^+^+^+^+^+^+^+++..+++╬◄═«
 +
║.+.....................+++║▐▄/
 +
║.+.....................╞═╡║▐▀\
 +
║.++^+^+^+^+^+^+^+^++++++++╬◄═«
 +
║.....................+++++║▐▄/
 +
║....................>+++++╠════
 +
╚════════════════════╗+++++║
 +
                      ║╞═══╡║
 +
                    Entrance
 +
 
 +
                                        Base
 
                                         ║╞═╡║
 
                                         ║╞═╡║
 
                                         ║D+D║ ╞═╡= Bridge
 
                                         ║D+D║ ╞═╡= Bridge
 
                                         ║D+D║  D = War Dog (chained)
 
                                         ║D+D║  D = War Dog (chained)
 
                   ☺  ☺  ☺  ☺  ☺  ☺  ☺  ║+++║  ^ = Trap  c= cage trap
 
                   ☺  ☺  ☺  ☺  ☺  ☺  ☺  ║+++║  ^ = Trap  c= cage trap
                 ╔╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╝+++╚╦══╗
+
                 ╔╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╝+++╚═══╗
  /▀▌╔═══════════╦╝                      +++ ╬  ║ P= Gathering Pit
+
  /▀▌╔════════════╝.......................+++.+..║ P= Gathering Pit
  »=►╬+++++++++++╬  ccc+^+^+^+^+^+^+^++++++++ ╬  ║    connected to
+
  »=►╬++++++++++++..ccc+^+^+^+^+^+^+^++++++++.+..║    connected to
  \▄▌║+++++++++++╬  +                     +++ P║    Base next  
+
  \▄▌║++++++++++++..+.....................+++.+.P║    Base next  
    ║+++++++++++╬  +                     +++ ╬  ║    z-level down
+
/▀▌║++++++++++++..+.....................+++.+..║    z-level down
/▀▌║+++++++++++╬  +                    +++ ╬  ║
+
  »=►╬++++++++++++..ccc+^+^+^+^+^+^+^+++..+++.+..
  »=►╬+++++++++++╬  ccc+^+^+^+^+^+^+^++   +++ ╬ 
+
  \▄▌║++++++++++++.....................+..+++.+..
  \▄▌║+++++++++++╬                    +   +++ ╬  ║
+
  /▀▌║++++++++++++.....................+..+++.+..
    ║+++++++++++╬                    +  +++ ╬ 
+
  »=►╬++++++++++++..ccc+^+^+^+^+^+^+^+++..+++.+..
  /▀▌║+++++++++++╬                    +   +++ ╬ 
+
  \▄▌║++++++++++++..+.....................+++.+..
  »=►╬+++++++++++╬  ccc+^+^+^+^+^+^+^++   +++ ╬ 
+
  /▀▌║++++++++++++..+.....................╞═╡.+..
  \▄▌║+++++++++++╬  +                     +++ ╬  ║
+
  »=►╬++++++++++++..ccc+^+^+^+^+^+^+^++++++++.+..
    ║+++++++++++╬  +                    +++ ╬ 
+
  \▄▌╚════════════╗.....................+++++.+..
  /▀▌║+++++++++++╬  +                     ╞═╡ ╬ 
+
                 ║....................>+++++.+..
  »=►╬+++++++++++╬  ccc+^+^+^+^+^+^+^++++++++ ╬ 
+
                 ╚════════════════════╗+++++.╔══╝
  \▄▌╚═══════════╩╗                    +++++ ╬ 
+
                                       ║╞═══╡.║
                 ║                   >+++++ ╬ 
 
                 ╚════════════════════╗+++++╔╩══╝
 
                                       ║╞═══╡║
 
 
                                       Entrance
 
                                       Entrance
</diagram>
 
 
  
 
{{Military}}
 
{{Military}}
 
{{category|Fortress defense}}
 
{{category|Fortress defense}}
 
{{category|Design}}
 
{{category|Design}}
[[ru:Security design]]
 

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