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A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.
 
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.
  
[[Caravan]]s will not arrive at an already-besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.
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[[Caravan]]s will not arrive at a besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.
  
 
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the embark site finder when selecting your fortress site.
 
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the embark site finder when selecting your fortress site.
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{{dftext|A vile force of darkness has arrived!|5:1}}
 
{{dftext|A vile force of darkness has arrived!|5:1}}
  
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s (along with some other "Subterranean" and evil "Fantasy" creatures), that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these "groups" usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.
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Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s, that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these "groups" usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.
  
 
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.
 
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.
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{{dftext|The elves have brought the full forces of their lands against you.|5:1}}
 
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}
  
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one - you can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out, and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.
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It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.
  
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]] (like unaligned/mundane/giant animals, and good-aligned creatures). Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.
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Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.
  
 
== [[Human]] sieges ==
 
== [[Human]] sieges ==
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Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.
 
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.
  
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, anyone that dies in or near battle (or lying somewhere near it) is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, "elite" zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.
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Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, "elite" zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.
  
 
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.
 
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.

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