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v0.31:Losing
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Losing is fun!
Either way, it keeps you busy.
There is no internal end point, single goal, final Easter egg or "You Win!" announcement in Dwarf Fortress. Therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Therefore, DF = losing /\ DF = fun => losing = fun, and that's okay! It's a game philosophy, so embrace it, own it, and have fun with it!
Most new players will lose their first few forts sooner rather than later; when you lose a Template:L, don't feel like you don't understand the game. Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself. However, this Wiki serves as an excellent place to speed up the learning process.
If you lose, you can always Template:L or go visit it in Template:L.
If you're looking for more ways to test yourself, try either the Template:L or the Template:L articles.
Autopsy, or why your fortress died
Various common things can cause the death of a fortress. Let's examine some together...
Dwarf vs. Nature
Sometimes the wilds take you out.
Local Wildlife
Goblins aren't the only creatures that want you dead. The obvious threats aside, some Template:Ls with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress. Before you unpause a new game for the first time, hit units, and scroll down to see what's sharing your map. Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.
Consider arming up and thinning out any predictable threats.
Outdoor titans and megabeasts are a later stage hazard.
Underground Life
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like Giant Cave Spiders and Blind Cave Ogres. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there. Underground Forgotten Beasts and semimegabeasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent.
Magma and its denizens
Magma by itself is dangerous enough to destroy a fortress that fails to use it properly without factoring in the fact that magma sources are the home to many dangerous creatures that can destroy buildings and spread out through your fortress. A way to avoid this from happening is to build Template:Ls before using the magma for other purposes; however, in these instances, the depth of the magma must never be permitted to reach 7/7, otherwise creatures will be able to swim through them.
Dwarf vs. Dwarf
Sometimes you bring it on yourself.
No Food
A serious danger, generally in the more inhospitable Template:Ls, is the loss of your Template:L due to starvation. As dwarves begin to starve, they will become Template:L, then Template:L. This will cause them first to slow down all work, and then to become very Template:L. When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a Template:L.
Don't forget your alternative sources of Template:L. If your Template:Ls aren't doing the job and a Template:L is months away, try Template:L your Template:Ls, Template:L, or resorting to the Template:L of local wildlife.
No Booze
Equally as bad is no Template:L, which dwarves require to be happy and productive. Some alcohol can be acquired from Template:Ls, but not enough for an entire fort until the next caravan arrives. You must gather or Template:L certain plants to then Template:L those in a Template:L with an empty Template:L—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a mug (though it doesn't stop them being produced by the tonne in your workshops).
Water
Sometimes you just can't help but take a drink, and when you think it's safe, CHOMP. Watch out for Template:L.
No water
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be Template:L without the use of water. However, injured dwarves must be given water, not alcohol, or they will die of dehydration.
Template:L will refill stagnant Template:Ls of water slowly. In a hot Template:L, this may evaporate almost immediately. What's more, if the map is in a dry Template:L, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever. Snow will not refill pools, so you can also have a lack of water in very cold Template:Ls. Also, if weather has been turned off in the Template:L file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.
If all else fails, the Template:L may contain water somewhere, so you can put down a Template:L. Watch out for Template:L sources Template:L
Too Much Water (aka "Flooding accidents")
The opposite side of the dehydration spectrum is having too much water. Remember that water can Template:L in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.)
If your fortress is beginning to flood from Template:L, abandon all of the levels the water can reach immediately—create a civilian alert and order your dwarves to a burrow upstairs. You will never be able to recover those areas unless you can manage to Template:L out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system. Generally, a flooding accident spells doom for your fortress.
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.
Sometimes, a fortress is flooded with Template:L. This is even more Template:L, and even harder to recover from. Any shut door will stop magma, it doesn't rise as aggressively (via Template:L) as water, and magma can be Template:Led out with the right equipment. Read up on it. Good luck.
Inability to mine ("Diggor Mortis")
aka no Template:Ls.
Diggor Mortis: when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.
Simply put, you need Template:Ls to mine Template:L, which is then Template:Led to make Template:L for items like more picks. If you are careless (or ignorant) of how to dig safely, and your Template:Ls create a Template:L or flood and their equipment gets lost/destroyed/unrecoverable, and you have no materials to make more picks, you will be at a severe handicap until the problem is solved. Any dwarf can be given the Template:L Template:L, but without a pick they can do nothing. There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.
If you have Template:L or Template:Ls to create a Template:L metal, and a Template:L (and Template:L if you need one), you can create new picks and continue. In a pinch, you can even Template:L other metal objects for metal. You might get lucky with a Template:L - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along. If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional Template:Ls from your Outpost Template:L, who will arrive with the next dwarven trade Template:L in a year. Or you can Template:L and try again.
If you have Template:Ls and Template:Ls available, then you can build Template:Ls, Template:Ls and Template:L of Template:L, which is something.
Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the Template:L to make more, and away from current digging operations.
See also: Template:L
Dwarf vs Society
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?
General Unhappiness
Think it's no big deal to leave your dwarves with a mediocre Template:L, no-Template:L bed and a generally inadequate fortress?
If there is little in a fortress to give your dwarves happy Template:L and enough to give them unhappy Template:L, then your dwarves will start to throw Template:Ls, grow melancholy, and/or cause general chaos. In extreme (but sadly not rare) examples, this can lead to a Template:L and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a tantrum spiral. Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammerer may kill the former tantrum throwers, starting another tantrum because of their deaths.
Mandates
While it doesn't happen often, those Template:Ls' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a cave in killing your miner (If you're not paying attention!) running into HFS, or accidentally mining out a new tunnel to the surface that you don't close, and lets in a horde of goblins.
Dwarf vs Goblins, Humans, Elves...
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they are out to get you.
Ambush
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes.
See Also:
War
War never changes.
See Ambush.
Siege
Template:Ls 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.
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, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with Template:L, Template:L and Template:L readily available, underground Template:L and your own Template:L, a fortress may not be able to sustain such a state indefinitely.
For example, Template:L with the outside world has now been shut off, leaving you only what Template:Ls are on your map for the production of mandated 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 Template:L from killing or maiming your dwarves. Template:L, Template:L and Template:L commonly acquired by Template:L and Template:L need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody Template:L will be driven into suicide or worse. Rotten Template:L Template:Ls begin to heap in your food supply, forcing you to dump these into inside Template:Ls, generating Template:L. Better build indoor refuse piles away from trafficked areas. Unless an Template:L was established (or you find water in caverns) 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, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.
In short, the attacking army can simply wait until your dwarves emo themselves to death.
Failed Modding
Mod too much and the human caravan that comes in could spontaneously combust. Or just crash your game.
HFS
(Hidden Fun Stuff)
If you don't want Template:L, trust us: you'll know when you've found it. It's a great deal of fun.