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Editing 40d:Losing

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[[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. Goblin sieges, for example, will only occur if you have 80 or more dwarves.
 
[[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. Goblin sieges, for example, will only occur if you have 80 or more dwarves.
  
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, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not sustain such a state indefinitely. For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandate goods. 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 [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]], and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock, an [[underground river]] and a sealed off channel from a murky pool or river. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. One small miscalculation of your [[fuel]] reserves may leave you without [[coke]] to refine further coal, and without a supply of timber for your wood burning [[furnace]] this can end your vital [[weapon]]s and [[armor]] production for a future counterattack. Unless an [[well|interior watersupply]] was established your wounded will die of dehydration.
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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, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not sustain such a state indefinitely. For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandate goods. 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 [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock, an [[underground river]] and a sealed off channel from a murky pool or river. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. One small miscalculation of your [[fuel]] reserves may leave you without [[coke]] to refine further coal, and without a supply of timber for your wood burning [[furnace]] this can end your vital [[weapon]]s and [[armor]] production for a future counterattack. Unless an [[well|interior watersupply]] was established 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, grief counseling sessions, and 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, grief counseling sessions, and 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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