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Editing DF2014:Design strategies
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There are at least three basic factors to consider when designing your fort. | There are at least three basic factors to consider when designing your fort. | ||
− | * '''Security:''' Every fort needs some basic [[Security design|security]] measures. | + | * '''Security:''' Every fort needs some basic [[Security design|security]] measures. Otherwise you won't survive the first serious [[kobold]] attack, much less a full-blown [[Siege|goblin siege]]. |
* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking. A good fortress layout -- especially the proper placement of workshops and stockpiles -- can significantly reduce the time your dwarves spend walking. | * '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking. A good fortress layout -- especially the proper placement of workshops and stockpiles -- can significantly reduce the time your dwarves spend walking. | ||
* '''Aesthetics:''' Hey, everybody wants a fortress that looks good. | * '''Aesthetics:''' Hey, everybody wants a fortress that looks good. | ||
− | In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features. Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles | + | In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features. Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles. |
Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s. | Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s. | ||
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Everyone will have their own preferences regarding fortress defense and how to deal with undead, wildlife, hostiles and goblin invaders. Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks. A few security tips are given below. | Everyone will have their own preferences regarding fortress defense and how to deal with undead, wildlife, hostiles and goblin invaders. Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks. A few security tips are given below. | ||
− | The single most important thing to remember is that in an emergency, your dwarves will be too panicked to react to orders. Prepare for every type of threat (both military and engineering, in the form of floods or other [[Fun]]) ''before'' it finds you, or it will be too late. | + | The single most important thing to remember is that in an emergency, your dwarves will be too panicked to react to orders. Prepare for every type of threat (both military and engineering, in the form of floods or other [[Fun]]) ''before'' it finds you, or it will be too late. |
===Walls=== | ===Walls=== | ||
− | [[Wall]]s are, by far and away, the single most powerful tool you have to combat enemies. Walls are currently invincible against any known force but the mighty dwarven [[pick]]. Putting a wall between your vulnerable and valuable civilians (and the others, too, why not?) and the things trying to kill them is the highest priority you have. | + | [[Wall]]s are, by far and away, the single most powerful tool you have to combat enemies. Walls are currently invincible against any known force but the mighty dwarven [[pick]]. Putting a wall between your vulnerable and valuable civilians (and the others, too, why not?) and the things trying to kill them is the highest priority you have. |
− | Building walls can take time and micromanagement, but building a maze (and stuffing it with traps) is a good way to slow invaders down, especially if you get forewarning from scouts. The longer invaders take to reach you, the more time you have to get your militia in place. However, since the advent of [[climb]]ing, keep in mind that just having 1-z-level walls are not enough. Place [[fortifications]] at the tops to stop climbers. | + | Building walls can take time and micromanagement, but building a maze (and stuffing it with traps) is a good way to slow invaders down, especially if you get forewarning from scouts. The longer invaders take to reach you, the more time you have to get your militia in place. However, since the advent of [[climb]]ing, keep in mind that just having 1-z-level walls are not enough. Place [[fortifications]] at the tops to stop climbers. |
Digging ditches/[[moat]]s, then removing the ramps can also be useful as a faster method of creating impassable terrain for non-fliers, which have the added advantage of allowing [[Crossbowman|marksdwarves]] to shoot over them. Easier still is just using the "natural walls" of a hill, and removing all the ramps on one side or the other of the hill while building walls between the gaps. Climbing, however, makes this not enough for all circumstances. Either carve or build unclimbable [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to climb. | Digging ditches/[[moat]]s, then removing the ramps can also be useful as a faster method of creating impassable terrain for non-fliers, which have the added advantage of allowing [[Crossbowman|marksdwarves]] to shoot over them. Easier still is just using the "natural walls" of a hill, and removing all the ramps on one side or the other of the hill while building walls between the gaps. Climbing, however, makes this not enough for all circumstances. Either carve or build unclimbable [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to climb. |