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Editing 23a:Siege

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== Avoidance ==
 
== Avoidance ==
Avoiding sieges from Goblins is all but impossible - they know where you live, they want you dead, and there's nothing you can do to stop them. Similarly, you cannot avoid hostilies from the Kobolds, but you can keep them from getting too ambitious by keeping your goods secure and keeping the landscape clear of garbage. With all other civilizations, however, you can engage in ''diplomacy'' by the actions you take toward them - see [[Diplomat]] for more information.
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Avoiding sieges from Goblins is all but impossible - they know where you live, they want you dead, and there's nothing you can do to stop them. Similarly, you cannot avoid hostilies from the Kobolds, but you can keep them from getting too ambitious by keeping your goods secure and keeping the landscape clear of garbage. With all other civilizations, however, you can engage in ''diplomacy'' by the actions you take toward them.
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In the world of Dwarf Fortress, diplomacy is ultimately based on math. Between any two civilizations, there will be a Happiness number and an Anger number, and each of these start at zero and go up or down based on recent interactions between the civilizations in question.
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Happiness determines whether a civilization will send you a Caravan, and for Dwarves and Humans (but not Elves) it determines how large that caravan will be:
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* Below -30, the civilization will not send a caravan
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* At 0 or below, caravans will only bring 2 [[mule]]s and/or [[wagon]]s, each carrying a modest amount of trade goods
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* At 1-5, they have a chance to bring 2-3 of each
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* At 6-10, this increases to 3-5 of each
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* At 11, this increases further to 3-6 of each
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* At 12-15, they will bring 4-7 of each
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* At 16 or higher, you can expect 4-8 mules and/or wagons, all packed with trade goods
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With Human caravans, Happiness also determines which merchant noble will accompany the caravan:
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* At 4 or below, the [[Guild representative]] will meet with your [[Broker]]
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* At 5-9, the [[Merchant baron]] will meet with your [[Trade minister]], if you have one
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* At 10 or higher, the [[Merchant prince]] will meet with your [[Guildmaster]], if you have one
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Anger determines whether a civilization will send you a Siege, and with the Elves it determines how large those sieges will be:
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* At 10 or higher, you will be attacked instead of receiving a caravan
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* At 9 or lower, they will send their Diplomat to visit your fortress and potentially negotiate a peace treaty
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Depending on how you interact with your neighbors, their Happiness and Anger numbers will increase and decrease as follows:
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* First contact failed (Elves only): -5 happiness, +20 anger
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* Diplomat killed: -5 happiness, +20 anger
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* Voided agreements upon diplomat death: -10 happiness, +10 anger
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* Merchant visit
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** Smooth trading: +5 happiness, -2 anger
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** Caravan destroyed with no survivors: -25 happiness, +12 anger
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** Merchants injured but caravan survived: -10 happiness, +5 anger
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** Trade goods seized or otherwise lost: -15 happiness, +7 anger
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** Merchants offended (Elves only): -10 happiness, +5 anger
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* Elven lumber quota refused: -1 happiness, +3 anger
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* Elven lumber quota agreed upon: +1 happiness, -1 anger
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* Elven lumber quota concluded: -5 to +5 happiness, -5 to +5 anger
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* Peace treaty accepted: +10 happiness, -20 anger
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* Peace treaty rejected: -5 happiness, +10 anger
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* Recent offerings made to caravan: -1 to -6 anger
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** 1☼ - 999☼: -1
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** 1000☼ - 2499☼: -2
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** 2500☼ - 4999☼: -3
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** 5000☼ - 9999☼: -4
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** 10000☼ - 19999☼: -5
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** 20000☼ or more: -6
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Happiness and anger are only applied for events which occurred during the past 10 years, and once they are more than 2 years old their strengths will be reduced by 1/8 per additional year.
  
 
== Civilians ==
 
== Civilians ==

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