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Difference between revisions of "40d:Military"
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== Training / Sparring == | == Training / Sparring == | ||
Wrestling or melee weapon-equipped squads that you marked as "Off Duty" by the squad-management screen in the {{k|m}}ilitary screen will head to the [[barracks]] and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice. | Wrestling or melee weapon-equipped squads that you marked as "Off Duty" by the squad-management screen in the {{k|m}}ilitary screen will head to the [[barracks]] and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice. | ||
+ | |||
+ | |||
+ | ==Cross-training (starting a Reserves program)== | ||
+ | Cross-training your military dwarf candidates in civilian disciplines has multiple benefits. Firstly, and most importantly, it gives you a scad of extra stat increases. Toughness, especially, is extremely important for military dwarves, who are in the business of getting hit and hurt. Secondly, it provides a ready pool of recruits in case your military takes a beating at one point or another. Thirdly, it ensures that your dwarves have some domestic skills so they will not receive [[Thoughts|Unhappy Thoughts]] from being dismissed from the military in the event you need to downsize. 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. There is nothing saying you have to use only one of these ideas; they are all various approaches to solving this problem.<br> | ||
+ | |||
+ | The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something 'just for a little while' and come up with a handful of Novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a reserves program, typically. Remember that after you draft them, most dwarves are going to need about a year of sparring training before they're ready for heavy combat. You might not have that much time if you are getting sieged regularly. | ||
+ | |||
+ | ===Artillery Proving Ground ([[Siege operator]])=== | ||
+ | Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).<br> | ||
+ | '''Pros:''' Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[Siege engineer]] will doubtlessly create if you're going for superior-quality engines. Harasses the wildlife, which is always fun.<br> | ||
+ | '''Cons:''' Very slow to train (2+ years for legendary). Fairly space-consuming to set up a well-designed and usable proving ground. Can be dangerous depending on the biome (especially when [[elephant]]s are present. If they get winged by a stray boulder, you can bet they're going to be coming straight at you). | ||
+ | |||
+ | ===Internship ([[Bookkeeper]])=== | ||
+ | Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.<br> | ||
+ | '''Pros:''' Requires no extra infrastructure at all. You need a Bookkeeper anyway! 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]], [[beds]], and [[drink]], a Bookkeeper can be Legendary or close to it in a mere season.<br> | ||
+ | '''Cons:''' 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. | ||
+ | |||
+ | ===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). Take a big square and start levelling 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 corp (the civilian miners who are already experienced with mining) off for this setup to work properly.<br> | ||
+ | '''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. Toting a pick for close-quarters support might make a Legendary [[Bowyer]] 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. Levels quite fast in sand. Relatively little oversight from you. An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.<br> | ||
+ | '''Cons:''' Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore. Hard to keep Dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. 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. | ||
+ | |||
+ | ===Gym ([[Pump operator]])=== | ||
+ | The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump|screw pumps]] 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.<br> | ||
+ | '''Pros:''' Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock. Extra pumps can be added to expand operations really easily. Requires no continuous oversight on your part. Fast training; Legendary in under a year (if other responsibilities like hauling are minimized). Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.<br> | ||
+ | '''Cons:''' 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. | ||
+ | |||
+ | ===Sweatshop ([[Mason]])=== | ||
+ | Make one or more [[Mason's Workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for Sweatshops include a [[Mechanic's Workshop]] or a [[Magma glass furnace]] to train [[Mechanic]] and [[Glassmaker]] respectively. ''Note: Do NOT try this with the [[Carpenter]] skill, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes [[coke]] or [[charcoal]] used in the normal (non-Magma) [[Glass furnace]].''<br> | ||
+ | '''Pros:''' Quantitatively turns a profit. The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output. Unlike many other training programs, Sweatshops train a skill that is very useful.<br> | ||
+ | '''Cons:''' Slow to level. Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered. Can be a logisitical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag. Can be dangerous depending on the biome. | ||
==See Also== | ==See Also== |
Revision as of 16:33, 22 September 2008
Your military comprises the soldiers of your fortress. Pressing m will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.
About Drafting
You can draft any non-noble dwarf in your fortress through the military screen by pressing a on the dwarf in question. Alternatively you can select a dwarf using v -> p, and then press A (Shift + 'a') to draft him or her. A dwarf that has not yet reached Hero or Champion status may be un-drafted by the same method.
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.
Immigrant nobles will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators (the Sheriff being a notable exception).
Promotion / Squads
Pressing m will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing Enter on recruits.
- Select the dwarf you want to be squad leader.
- Press Enter (-> promote).
- Use arrow keys to select the dwarf you want to be his subordinate.
- Press Enter.
- Repeat for each dwarf you want in the squad.
- Press Space space to exit promotion mode.
To remove a dwarf from a squad select them and then press Enter again.
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.
Choosing Weapons and Armour
Pressing m and then w will show you a screen containing:
- Shortened names for weapon types.
- A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)
- A Shortened name for the level of armour they should aim to wear and the shield they should carry.
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks. E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.
Miners set to fight unarmed will use their pick as a weapon, and get damage bonuses from their Mining skill level.
Swapping Weapons and Armour
Frustratingly, a soldier will not necessarily choose the best-quality weapon available. Thus a Speardwarf might choose a -Bronze Spear- rather than a ≡Steel Spear≡ if given the chance. A Marksdwarf might pick up a single Iron Bolt rather than your stack of *Steel Bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different stockpiles for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality silver or wooden weapons will make it easier to assign the right sparring weapon.
There are two ways to swap weapons and armour. The simpler way is to use the military menu. This process will let you swap out your soldier's weapon or entire suit of armour:
- Press m to access the military menu.
- Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield-less.
- Watch the soldier until he or she removes his or her equipment.
- Next, designate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as forbidden. Then manually find the weapon or armour piece(s) that you want your dwarf to pick up, and designate it, or them, to be reclaimed.
- Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.
- Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).
- Reclaim your stockpiles of weapons or armour for regular use.
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:
- Make sure you have an area (any area) assigned as a garbage dump.
- Find the soldier whose weapon or armour you want to replace, by using the view command and going to the dwarf's inventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press d to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.
- As with step 4 above, designate all of your current weapons or armour as forbidden. Manually find the weapon or armour piece(s) that you want your dwarf to pick up, and designate it, or them, to be reclaimed.
- As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.
- Reclaim your stockpiles of weapons or armour for regular use.
Controlling Your Squads
By pressing x you will select squads near your marker. You can station the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the military screen, in the view squad submenu. For more information on fighting, see Combat.
Food and water
Under the view squad menu, you can order squads to carry water and/or food along with them. To carry water the dwarves need access to waterskins, and to carry food they need backpacks. This can be useful when sending your military out on long patrols.
Training / Sparring
Wrestling or melee weapon-equipped squads that you marked as "Off Duty" by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills. Soldiers with crossbows will go to a shooting range to practice.
Cross-training (starting a Reserves program)
Cross-training your military dwarf candidates in civilian disciplines has multiple benefits. Firstly, and most importantly, it gives you a scad of extra stat increases. Toughness, especially, is extremely important for military dwarves, who are in the business of getting hit and hurt. Secondly, it provides a ready pool of recruits in case your military takes a beating at one point or another. Thirdly, it ensures that your dwarves have some domestic skills so they will not receive Unhappy Thoughts from being dismissed from the military in the event you need to downsize. 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. There is nothing saying you have to use only one of these ideas; they are all various approaches to solving this problem.
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something 'just for a little while' and come up with a handful of Novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a reserves program, typically. Remember that after you draft them, most dwarves are going to need about a year of sparring training before they're ready for heavy combat. You might not have that much time if you are getting sieged regularly.
Artillery Proving Ground (Siege operator)
Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).
Pros: Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your Siege engineer will doubtlessly create if you're going for superior-quality engines. Harasses the wildlife, which is always fun.
Cons: Very slow to train (2+ years for legendary). Fairly space-consuming to set up a well-designed and usable proving ground. Can be dangerous depending on the biome (especially when elephants are present. If they get winged by a stray boulder, you can bet they're going to be coming straight at you).
Internship (Bookkeeper)
Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.
Pros: Requires no extra infrastructure at all. You need a Bookkeeper anyway! 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, beds, and drink, a Bookkeeper can be Legendary or close to it in a mere season.
Cons: 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.
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). Take a big square and start levelling it; it's really no more complicated than that. Since picks 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 corp (the civilian miners who are already experienced with mining) off for this setup to work properly.
Pros: Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of Speardwarves, who have a habit of losing their weapons in an enemy, or 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 Bowyer 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. Levels quite fast in sand. Relatively little oversight from you. An overland hike to the gulag will fight cave adaptation in your military candidates.
Cons: Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore. Hard to keep Dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. 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.
Gym (Pump operator)
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of screw pumps 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 Operating for your reservists.
Pros: Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock. Extra pumps can be added to expand operations really easily. Requires no continuous oversight on your part. Fast training; Legendary in under a year (if other responsibilities like hauling are minimized). Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.
Cons: 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.
Sweatshop (Mason)
Make one or more Mason's Workshops in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for Sweatshops include a Mechanic's Workshop or a Magma glass furnace to train Mechanic and Glassmaker respectively. Note: Do NOT try this with the Carpenter skill, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes coke or charcoal used in the normal (non-Magma) Glass furnace.
Pros: Quantitatively turns a profit. The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output. Unlike many other training programs, Sweatshops train a skill that is very useful.
Cons: Slow to level. Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered. Can be a logisitical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag. Can be dangerous depending on the biome.
See Also