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Editing v0.31:Security design

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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.  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)''
 
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)''
  
* To start with, you can channel the '''''second''''' square from the edge.  In the days of [[wagon]]s, this used to block the appearance of trade caravans or their movement along the 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.   
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* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the 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.   
 
* 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.
 
* 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.
 
* 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.
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*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.
 
*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.
 
*Be careful about positioning your marksdwarves and ballistae opposite each other as an unlucky bolt might pierce a battlement on the other side.
 
*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.
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*Ballista are operated by Dwarf civilians. Therefore putting your ballista right next to the path the [[DF2010: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.
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                                       Entrance
 
                                       Entrance
  
  {{Military}}
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  {{Military v0.31}}
{{category|Fortress defense}}
 
{{category|Design}}
 

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