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 Defense guide

Jump to navigation Jump to search

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

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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:
{{migrated article}}
+
{{Quality|Masterwork|12:08, 21 July 2015 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
  
Line 75: Line 74:
 
''Dwarf Fortress'' is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.
 
''Dwarf Fortress'' is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.
  
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent [[caravan]]s and [[migrant]]s from arriving, will kill [[liaison]]s, and prevent any desired outdoor activities. They may also cause lag by their relentless pathing. In addition, ''Dwarf Fortress'' players often find it enjoyable to perpetrate mass slaughter of invaders, rather than helplessly glare at them from inside their caves.
+
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent [[caravan]]s and [[migrant]]s from arriving, will kill [[liaison]]s, and prevent any desired outdoor activities. They may also cause lag by their relentless pathing. In addition, ''Dwarf Fortress'' players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.
  
 
For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are [[ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.
 
For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are [[ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.
Line 131: Line 130:
 
:Bridges can throw creatures if they are caught standing on them when the bridge is raised or retracted. They are tossed some distance in a random direction, possibly injuring them upon their landing. Creatures underneath a drawbridge when it is lowered are [[Dwarven Atom Smasher|utterly annihilated]], making bridges a potential weapon.
 
:Bridges can throw creatures if they are caught standing on them when the bridge is raised or retracted. They are tossed some distance in a random direction, possibly injuring them upon their landing. Creatures underneath a drawbridge when it is lowered are [[Dwarven Atom Smasher|utterly annihilated]], making bridges a potential weapon.
  
:A drawbridge functions as a wall when it is in the "raised" position, sealing the passage one z-level it raises against. However, this doesn't work with retracting bridges. A raising drawbridge functions as big remote control door, sealing an entrance when it is "up". Consider this when choosing the direction a drawbridge will raise. As for its value as a door, an actual [[door]] activates automatically and immediately and is more suitable for smaller-scale one-tile passageways, whereas for your drawbridge "door", you will have to manually assign lever pulling jobs to open and close it.
+
:A drawbridge functions as a wall when it is in the "raised" position, sealing the passage one z-level it raises against. However, this doesn't work with retracting bridges. A raising drawbridge functions as big remote control door, sealing an entrance when it is "up". Consider this when choosing the direction a drawbridge will raise. As for its value as a door, an actual [[door]] activates automatically and immediately and is more suitable for smaller-scale one-tile passageways, whereas for your drawbridge "door", you will have to manually assign level pulling jobs to open and close it.
  
 
:There are three important things to remember:
 
:There are three important things to remember:
Line 193: Line 192:
  
 
Or, if you feel like being <strike>evil</strike> resourceful, you could attempt to get a dragon (good luck), and watch as goblins run towards it and get burned to ashes.  (Be careful not to ignite your dwarves!)
 
Or, if you feel like being <strike>evil</strike> resourceful, you could attempt to get a dragon (good luck), and watch as goblins run towards it and get burned to ashes.  (Be careful not to ignite your dwarves!)
 
Note that animals, like dwarves, will obey burrow restrictions and alerts. If no tasks are able to be done in the area where your defense animal is pastured, the animal itself will not fight back, and instead serve only as a punching bag for the invader(s).
 
  
 
===Siege engines===
 
===Siege engines===
Line 230: Line 227:
  
 
===Trade depot & caravans===
 
===Trade depot & caravans===
Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and their arrival is frequently accompanied by an ambush or a [[siege]]. If the merchants run into an enemy squad, they can be slaughtered before reaching your doors, and that hurts your reputation (as well as possibly causing your civilian dwarves to want to go running out and collect their dropped items). Consider sending heavily armored escorts when expecting a caravan (usually the middle of the third month of each season, except winter). Unless it's an elven caravan, it will have some guards escorting it, and you can take advantage of the distraction to attack an enemy from both sides, but keep in mind that if the merchants themselves are under attack, they will flee.
+
Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and their arrival is frequently accompanied by an ambush or a [[siege]]. If the merchants run into an enemy squad, they can be slaughtered before reaching your doors, and that hurts your reputation (as well as possibly causing your civilian dwarves to want to go running out and collect their dropped items). Consider sending heavily armored escorts when expecting a caravan (usually the middle of the third month of each season, except winter). If it's an elven caravan, feel free to attack them, it will have some guards escorting it, and you can take advantage of the distraction to attack an enemy from both sides, but keep in mind that if the merchants are under attack, they will flee.
  
 
You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarves drag things to it faster, and leaves it to the caravan to do the hauling.
 
You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarves drag things to it faster, and leaves it to the caravan to do the hauling.

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)

Templates used on this page:

This page is a member of 1 hidden category: