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Editing 40d:Defense design

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{{quality|Exceptional|16:00, 29 April 2011 (UTC)}}{{av}}
 
 
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain  into a defensible whole.   
 
This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves.  This page will focus on the physical layout and architecture of a fortress - specific suggestions, examples, diagrams and discussions of combining walls, fortifications, tunnels, channels, bridges, and terrain  into a defensible whole.   
  
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   ▲  -  Up ramp/slope
 
   ▲  -  Up ramp/slope
 
   ▼  -  Down ramp/slope
 
   ▼  -  Down ramp/slope
   .   -  natural ground
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   ,   -  natural ground
 
   ☺  -  dwarf
 
   ☺  -  dwarf
  
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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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* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.   
 
* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.   
* You can also build bridges all the way up to the edge.  A long, skinny bridge is, effectively, a wall; however, it looks the same whether it's open or closed. 
 
  
 
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.
 
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.
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When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
 
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)
  
  Side                Below        Ground      Archer      Roof
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Side                Below        Ground      Archer      Roof
 
   view:              ground:      Level:      Level:      Level:
 
   view:              ground:      Level:      Level:      Level:
 
                                     ╔═══╗        ╬╬╬╬╬        ·····
 
                                     ╔═══╗        ╬╬╬╬╬        ·····
     ___               X          ║X..║        ╬>++╬        ·+++·
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     X__               X          ║X,,║        ╬X++╬        ·X++·
     ╬>╬_╬                           ║...║        ╬++╬        ·+++·
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     ╬X__╬                           ║,,,║        ╬+++╬        ·+++·
  ___║X__║___                        ║...║        ╬+++╬        ·+++·
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  ___║X__║___                        ║,,,║        ╬+++╬        ·+++·
 
     X                              ╚═══╝        ╬╬╬╬╬        ·····
 
     X                              ╚═══╝        ╬╬╬╬╬        ·····
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_ = floor, natural            , = ground tile
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      or constructed
  
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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====Siege engine turrets====
 
====Siege engine turrets====
If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay inside" order must be off unless this is built as an open room under a natural ceiling.
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If it's big enough, build a [[siege engine]] inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same [[z-level]] as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the "dwarves stay underground" order must be off unless this is built as an open room under a natural ceiling.
  
 
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)
 
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)
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=====vs. building destroyers=====
 
=====vs. building destroyers=====
For [[building destroyer]]s, spare statues can serve the same purpose as bait animals.
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For [[building destroyers]], spare statues can serve the same purpose as bait animals.
  
 
=====Pathing slowdowns=====
 
=====Pathing slowdowns=====
 
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.
 
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.
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UNDER CONSTRUCTION
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===Expanding a simple square fortress wall===
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The simplest and most economical wall is a square one, for the most area protected with the least stone and effort.  Once built, they are easy to expand and improve.
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There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind. 
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This will show some basic examples of the infinitely possible variations.
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-->
  
 
==Entrance designs==
 
==Entrance designs==
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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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Level Z+0 (ground):
 
Level Z+0 (ground):
   ...............
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   ,,,,,,,,,,,,,,,
 
  F ═══════════════
 
  F ═══════════════
  O ..g≥...g......
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  O ,,g≥,,,g,,,,,,
  R ........g.....
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  R ,,,,,,,,g,,,,,
  T ...g≤..g....... <-- enemies enter here
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  T ,,,g≤,,g,,,,,,, <-- enemies enter here
  R ........g.....
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  R ,,,,,,,,g,,,,,
  E .g..........g.
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  E ,g,,,,,,,,,,g,
 
  S ═══════════════
 
  S ═══════════════
  S ...............
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  S ,,,,,,,,,,,,,,,
  
 
Level Z+1 (bridge):
 
Level Z+1 (bridge):
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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}}
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[[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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