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Editing v0.31:Losing
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Either way, it keeps you busy. | Either way, it keeps you busy. | ||
− | There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Therefore, DF = losing | + | There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Therefore, DF = losing, DF = fun => DF = losing = fun, and that's okay! It's a game philosophy, so embrace it, own it, and have ''fun'' with it! |
− | Most new players will lose their first few forts sooner rather than later; when you lose a | + | Most new players will lose their first few forts sooner rather than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself. However, this Wiki serves as an excellent place to speed up the learning process. |
− | If you lose, you can always | + | If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}. |
− | If you're looking for more ways to test yourself, try either the | + | If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles. |
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]] | [[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]] | ||
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====Local Wildlife==== | ====Local Wildlife==== | ||
− | Goblins aren't the only creatures that want you dead. The obvious threats aside, some | + | Goblins aren't the only creatures that want you dead. The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress. Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others. |
Consider arming up and thinning out any predictable threats. | Consider arming up and thinning out any predictable threats. | ||
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====Underground Life==== | ====Underground Life==== | ||
− | Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[ | + | Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[Giant Cave Spider]]s and [[Blind Cave Ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there. |
Underground Forgotten Beasts and semimegabeasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent. | Underground Forgotten Beasts and semimegabeasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent. | ||
====Magma and its denizens==== | ====Magma and its denizens==== | ||
− | Magma by | + | Magma by its self is dangerous enough to destroy a fortress that fails to use it properly without factoring in the fact that magma sources are the home to many dangerous creatures that can destroy buildings and spread out through your fortress... |
+ | A way to avoid this from happing is to build fortifications before using the magma for other purposes...{{verify}}<!-- If that's about submerged fortifications, that wouldn't work. --> | ||
===Dwarf vs. Dwarf=== | ===Dwarf vs. Dwarf=== | ||
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====No Food==== | ====No Food==== | ||
− | A serious danger, generally in the more inhospitable | + | A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation. As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}. This will cause them first to slow down all work, and then to become very {{L|unhappy}}. When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}. |
− | Don't forget your alternative sources of | + | Don't forget your alternative sources of {{L|food}}. If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife. |
====No Booze==== | ====No Booze==== | ||
− | Equally as bad is no | + | Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}}—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshops]]). |
====Water==== | ====Water==== | ||
− | + | ||
=====No water===== | =====No water===== | ||
− | Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be | + | Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water. However, injured dwarves must be given water, not alcohol, or they will die of dehydration. |
− | + | {{L|Rain}} will refill stagnant {{L|pool}}s of water slowly. In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever. Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s. Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game. | |
− | If all else fails, the | + | If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}} |
=====Too Much Water (aka "Flooding accidents")===== | =====Too Much Water (aka "Flooding accidents")===== | ||
− | The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can | + | The opposite side of the dehydration spectrum is having too ''much'' water. Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) |
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− | |||
− | If | + | If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately—create a civilian alert and order your dwarves to a burrow upstairs. You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system. Generally, a flooding accident spells doom for your fortress. |
− | Sometimes, a fortress is flooded with | + | Sometimes, a fortress is flooded with {{L|magma}}. This is even more {{L|fun}}, and even harder to recover from. Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck. |
− | ==== Inability to mine (" | + | ==== Inability to mine ("Digger Mortis") ==== |
− | + | aka no {{L|pick}}s. | |
− | Diggor Mortis: ''when a | + | Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.'' |
− | Simply put, you need | + | Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks. If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved. Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing. There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks. |
− | If you have | + | If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue. You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along. If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year. Or you can {{L|abandon}} and try again. |
− | If you have | + | If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something. |
− | Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the | + | Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations. |
− | See also: | + | See also: {{L|Make your own weapons}} |
− | ===Dwarf vs Society=== | + | ===Dwarf vs Society?=== |
Sometimes your traditions and morals conspire. Hell Is Other Dwarves? | Sometimes your traditions and morals conspire. Hell Is Other Dwarves? | ||
====General Unhappiness==== | ====General Unhappiness==== | ||
− | Think it's no big deal to leave your dwarves with a mediocre | + | Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress? |
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− | |||
− | |||
− | |||
− | + | If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a tantrum spiral. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered. | |
− | |||
− | + | Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths. | |
− | ===Dwarf vs Goblins, Humans, Elves...=== | + | ===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...=== |
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. | Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. | ||
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See Also: | See Also: | ||
− | :* | + | :* {{L|Defense guide}} |
− | :* | + | :* {{L|Defense design}} |
− | :* | + | :* {{L|Trap design}} |
− | :* | + | :* {{L|Military design}} |
====War==== | ====War==== | ||
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====Siege==== | ====Siege==== | ||
− | + | {{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something stupid to piss off another civilization. | |
− | Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with | + | Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not be able to sustain such a state indefinitely. |
− | For example, | + | For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}} and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration. |
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf. | With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf. | ||
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''(Hidden Fun Stuff)'' | ''(Hidden Fun Stuff)'' | ||
− | |||
− | + | If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. | |
− | |||
{{Category|Guides}} | {{Category|Guides}} |