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Editing 40d:Cross-training
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− | + | '''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits. First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster. Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves. Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thoughts|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term. Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in. | |
− | '''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits. First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster. Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves. Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[ | ||
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas. | There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas. | ||
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====Gym ([[pump operator]])==== | ====Gym ([[pump operator]])==== | ||
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]] | [[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]] | ||
− | The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[ | + | The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]]. After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists. |
[[Toughness]] influences how tired your dwarves get. Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves. Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.<br> | [[Toughness]] influences how tired your dwarves get. Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves. Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.<br> | ||
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*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s. To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls. Remember not to dig under their feeding tubes! | *If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[waterfall]]s. To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls. Remember not to dig under their feeding tubes! | ||
'''Cons:''' | '''Cons:''' | ||
− | *Tons of cancel job spam. Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see " | + | *Tons of cancel job spam. Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see "<dwarf> cancels Operate Pump: Exhausted." |
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful. | *If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful. | ||
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*You need a bookkeeper anyway! | *You need a bookkeeper anyway! | ||
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office. | *Totally safe; a bookkeeper spends basically all his discretionary time snug in his office. | ||
− | *Trains outrageously fast; if the office is very close to [[food]], [[ | + | *Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.<br> |
'''Cons:''' | '''Cons:''' | ||
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. | *Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. | ||
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily. | *No announcement when the current intern reaches Legendary status means you can lose time on rotation easily. | ||
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====Gulag ([[miner]])==== | ====Gulag ([[miner]])==== | ||
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress). Take a big square and start leveling it; it's really no more complicated than that. Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]]. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.<br> | The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress). Take a big square and start leveling it; it's really no more complicated than that. Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]]. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.<br> | ||
'''Pros:''' | '''Pros:''' | ||
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. | *Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. | ||
− | *Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[ | + | *Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important. |
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals. | *Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals. | ||
*Levels quite fast in sand. | *Levels quite fast in sand. | ||
*Relatively little oversight from you. | *Relatively little oversight from you. | ||
− | *An overland hike to the gulag will fight [[cave adaptation]] in your military candidates | + | *An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.<br> |
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'''Cons:''' | '''Cons:''' | ||
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore. | *Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore. | ||
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*Can be dangerous, depending on the biome. | *Can be dangerous, depending on the biome. | ||
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly. | *Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly. | ||
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====Renovation ([[stone detailing]])==== | ====Renovation ([[stone detailing]])==== | ||
− | Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of [[food]], [[ | + | Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of [[food]], [[beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.<br> |
'''Pros:''' | '''Pros:''' | ||
*Even easier to set up; just assign your dwarves and an area and you're good to go. | *Even easier to set up; just assign your dwarves and an area and you're good to go. | ||
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*Very safe, if you only assign areas inside the fortress.<br> | *Very safe, if you only assign areas inside the fortress.<br> | ||
'''Cons:''' | '''Cons:''' | ||
− | *Wealth overflow may bring too many [[ | + | *Wealth overflow may bring too many [[immigrants]]. |
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing. To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving. | *Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing. To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving. | ||
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]]. | *Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]]. | ||
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====Sweatshop ([[mason]])==== | ====Sweatshop ([[mason]])==== | ||
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*Works quickly | *Works quickly | ||
*Trees regrow | *Trees regrow | ||
− | *Provides useful lumber to carpenters, charcoal makers, etc | + | *Provides useful lumber to carpenters, charcoal makers, etc |
+ | '''Cons:''' | ||
*Can cause problems with elves | *Can cause problems with elves | ||
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*Map dependent | *Map dependent | ||
− | *Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes. ( | + | *Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes. (Otoh, if done with more than a few dwarves at a time, a small squad of axew-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.) |
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===Overview=== | ===Overview=== | ||
− | *The | + | *The gym is the best way to train large amounts of dwarves, though it is relatively slow compared to other methods. |
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*Artillery training can give you some siege operators, which will be useful if you have ballistae. | *Artillery training can give you some siege operators, which will be useful if you have ballistae. | ||
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky. | *The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky. | ||
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---- | ---- | ||
+ | |||
=Army corps of engineers= | =Army corps of engineers= | ||
− | Your actual soldiers are obviously only one facet to your military preparation. [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself. In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]] | + | Your actual soldiers are obviously only one facet to your military preparation. [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself. In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]]. |
− | The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full | + | The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time. |
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on. Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done. Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat. | Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on. Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done. Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat. | ||
===Organizing=== | ===Organizing=== | ||
− | The bread and butter skill of the engineer corps are [[masonry]] along with [[ | + | The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanics]], and some [[architecture]] thrown in for some trainees (but not necessarily all, see below). Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better. The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon. Assign [[potash maker]]s, [[soaper]]s, and the like instead. Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates. You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same. |
− | Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[ | + | Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labour]], so they will all carry [[axe]]s full time. When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support. Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix. Assigning war[[dog]]s to these outdoor-engineers is another good plan. (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.) |
− | A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total. This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be "[[on break]]" at once. Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily | + | A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total. This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be "[[on break]]" at once. Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks. |
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu. They behave so much like normal civilians that it's hard to keep track of them if you don't. Don't use "[[Engineer]]", because that is an existing (and different) profession. Some suggestions for custom ranks are "Reserves," "Multi", "Corps Engineer", "CE", or some other profession or abbreviation that makes sense to you. | After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu. They behave so much like normal civilians that it's hard to keep track of them if you don't. Don't use "[[Engineer]]", because that is an existing (and different) profession. Some suggestions for custom ranks are "Reserves," "Multi", "Corps Engineer", "CE", or some other profession or abbreviation that makes sense to you. | ||
===Training masons=== | ===Training masons=== | ||
− | Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of. Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with | + | Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of. Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with minded stones, preferably in low-traffic areas (but be careful about [[noise]]). A good place to start is anywhere you want to clear of (useless) stone, or any [[economic stone]] you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it. |
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them. You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there. Then, either: | After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them. You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there. Then, either: | ||
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:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected. | :* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected. | ||
− | If you stop at no-label, you will have added 37 blocks/trainee to your stocks | + | If you stop at no-label, you will have added 37 blocks/trainee to your stocks, 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)'' |
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+ | All along the training process, you may, of course, be building constructions as needed. Greenhouse floors and basic walls are extremely important and should not be delayed, and this gives some [[experience]], just not as fast as the workshops. This just provides a nice blueprint to making an effective engineer corps. | ||
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.) | (If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.) | ||
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Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever. It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden. The importance of this skill depends on the extent of your use of levers and traps in your fortress design. | Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever. It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden. The importance of this skill depends on the extent of your use of levers and traps in your fortress design. | ||
− | After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s. Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone. Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label. After you've got a decent handful, you may decide to build experience by building levers and linking them all a door. Don't go too overboard with training mechanics. Again, no-label is a good place to be, ample - you're just speeding things along a bit. Mechanics are not usually used enough to warrant going all out. | + | After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s. Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more ([[economic stone|non-economic]]!) stone. Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label. After you've got a decent handful, you may decide to build experience by building levers and or linking them all a door. Don't go too overboard with training mechanics. Again, no-label is a good place to be, ample - you're just speeding things along a bit. Mechanics are not usually used enough to warrant going all out. |
===Architect(s)=== | ===Architect(s)=== | ||
− | Architecture is useful because dwarves trained in it will | + | |
+ | Architecture is useful because dwarves trained in it will erect those constructions faster, and with better quality, and so seeing them will cause happy thoughts. Factor in how easy it is to train up and it's a no-brainer. Of course, feel free to stop this at any time to attend to more urgent matters. | ||
After you're done with mechanics, switch to [[architecture]] on some of your trainees. Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it. If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training. | After you're done with mechanics, switch to [[architecture]] on some of your trainees. Only a few [[construction]]s and workshops need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it. If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training. | ||
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===The payoff=== | ===The payoff=== | ||
− | After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves. This can happen in as little as 3 years of training. You can (and should!) continue to train them until they are legendary in all of these, but that is very long term. In the shorter, 3 | + | After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves. This can happen in as little as 3 years of training. You can (and should!) continue to train them until they are legendary in all of these, but that is very long term. In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality. |
===Non-professionals=== | ===Non-professionals=== | ||
− | Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc | + | Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both. If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]]. |
===Role in your military=== | ===Role in your military=== | ||
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{{Military FAQ}} | {{Military FAQ}} | ||
− | + | [[Category:Military| ]] | |
− | + | [[Category:Fortress defense]] |