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Editing 40d:Defense design

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General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes.
 
General designs should include suggestions that can be "plugged in" to a part of any typical fortress, and/or can be modified to suit a number of purposes.
  
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor-intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.   
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Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.   
  
 
===Meeting area as defense===
 
===Meeting area as defense===
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     ___               X          ║X..║        ╬>++╬        ·+++·
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     ╬>╬_╬                           ║...║        ╬++╬        ·+++·
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     X                              ╚═══╝        ╬╬╬╬╬        ·····
 
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This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish, with an up-down stair instead of down on all but the uppermost archer levels.  You can get the roof without stair access by building a wall and ramp on one of the archer level sides first, then building the roof and removing the wall and ramp to build the fortifications that go in their place.  Remember to use the "corners first" technique when necessary. (See [[Tower]].)
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This can hold 3 archers/side, and has the potential to be as many "archer levels" tall as you wish.  A top-level "down stair" is necessary to build the "roof" - might as well build an up/down stair instead, no real reason not to.  Remember to use the "corners first" technique when necessary. (See [[Tower]].)
  
 
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).
 
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).
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Be sure to use fortifications to prevent dwarvws from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.
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Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the <s>man</s>dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.
  
 
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.
 
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.
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Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.
 
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.
  
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and dwarves can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.
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For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as "surface" and Dwarfs can "stay inside"). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.
  
 
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.
 
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.
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{{Category|Guides}}
 
{{Category|Guides}}
{{category|Fortress defense}}
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{{Category|Fortress defense| }}
{{category|Design}}
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{{Category|World}}
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{{Category|Design}}

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