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{{migrated article}}
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{{Quality|Masterwork|17:51, 26 March 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. '''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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:''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]]'''.
  
 
{{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.}}
 
{{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.}}
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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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==== 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 from both sides. (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares.) 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.
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** Floors.  Building a square of floor over a ramp at the map's edge makes the ramp unusable.
 
** Floors.  Building a square of floor over a ramp at the map's edge makes the ramp unusable.
 
** You can build drawbridges up to the edge and raise them.  This will completely obstruct passage of almost every creature.
 
** You can build drawbridges up to the edge and raise them.  This will completely obstruct passage of almost every creature.
* 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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* 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.
  
 
===Simple 5x5 Archer's Tower===
 
===Simple 5x5 Archer's Tower===
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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. (Even if you're a stickler for realism, you can justify this method as way of letting Urist McRedshirt taunt the invaders into your hall-o-fun.)
  
 
===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.
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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=====
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'''One ballista vs 3-wide hallway'''
 
'''One ballista vs 3-wide hallway'''
 
<diagram>
 
 
  ══════════════════════════╦═════
 
  ══════════════════════════╦═════
 
  Entrance++++++++++++▼    ║▐▀\
 
  Entrance++++++++++++▼    ║▐▀\
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  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 (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.
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{{category|Fortress defense}}
 
{{category|Fortress defense}}
 
{{category|Design}}
 
{{category|Design}}
[[ru:Security design]]
 

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