v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Losing"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(46 intermediate revisions by 32 users not shown)
Line 1: Line 1:
 
{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
 +
{{D for Dwarf}}
 
{{av}}
 
{{av}}
  
Line 6: Line 7:
 
Either way, it keeps you busy.
 
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 => DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!
+
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 {{l|fortress}}, 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.
+
Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep difficulty curve (often referred to as a "cliff"), 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 {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.
+
If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].
  
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.
+
If you're looking for more ways to test yourself, try either the [[mega construction]] or the [[Challenges]] articles.
  
 
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]
 
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]
Line 24: Line 25:
  
 
====Local Wildlife====
 
====Local Wildlife====
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s 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 {{k|u}}nits, 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.
+
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some [[creature]]s 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 {{k|u}}nits, 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.
 
Consider arming up and thinning out any predictable threats.
Line 31: Line 32:
  
 
====Underground Life====
 
====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 Spider]]s and [[Blind Cave Ogre]]s. 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 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 spider]]s and [[blind cave ogre]]s. 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.
 
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 and its denizens====
Magma by its self 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...
+
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 [[fortification]]s 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.
A way to avoid this from happing is to build fortifications before using the magma for other purposes...
 
  
 
===Dwarf vs. Dwarf===
 
===Dwarf vs. Dwarf===
Line 42: Line 42:
  
 
====No Food====
 
====No Food====
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  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 {{L|tantrum spiral|terminal hissy fit}}.
+
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation.  As dwarves begin to starve, they will become [[hungry]], then [[starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  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 [[tantrum spiral|terminal hissy fit]].
  
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife.
+
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butchering]] your [[domestic animal]]s, [[plant gathering|gathering plants]], or resorting to the [[hunting]] of local wildlife.
  
 
====No Booze====
 
====No Booze====
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}}—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]]).
+
Equally as bad is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—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====
 
====Water====
 
+
Sometimes you just can't help but take a drink, and when you think it's safe, CHOMP. Watch out for [[Carp]].
 
=====No water=====
 
=====No water=====
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.
+
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.
  
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, 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 {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.
+
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], 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 [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] 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 {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}
+
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun.]]
  
 
=====Too Much Water (aka "Flooding accidents")=====
 
=====Too Much Water (aka "Flooding accidents")=====
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.)  
+
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] 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 [[Water#Sourced Water|sourced water]], 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 [[pump]] 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 your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, 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 {{L|pump}} 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 {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.
+
Sometimes, a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via [[pressure]]) as water, and magma can be [[pump]]ed out with the right equipment. Read up on it. Good luck.
  
==== Inability to mine ("Digger Mortis") ====
+
==== Inability to mine ("Diggor Mortis") ====
aka no {{L|pick}}s.
+
i.e., no [[pick]]s.
  
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''\
+
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''
  
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} 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 {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.
+
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelt]]ed to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] 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 [[mining]] [[labor]], 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 {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - 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 {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.
+
If you have [[ore]] or [[bar]]s to create a [[weapons-grade]] metal, and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - 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 [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.
  
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.
+
If you have [[axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], which is something.
  
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.
+
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the [[weapons-grade|raw material]] to make more, and away from current digging operations.
  
See also: {{L|Make your own weapons}}
+
See also: [[Make your own weapons]]
  
===Dwarf vs Society?===
+
===Dwarf vs Society===
 
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?
 
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?
  
 
====General Unhappiness====
 
====General Unhappiness====
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?
+
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?
 +
 
 +
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] 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.
  
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} 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.
+
====Mandates====
 +
While it doesn't happen often, those [[Noble]]s' 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.
  
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 hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.
+
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 Dwarves, Orcs, Goblins, Humans, Elves...===
+
===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.  
 
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.  
  
Line 97: Line 104:
 
   
 
   
 
See Also:
 
See Also:
:* {{L|Defense guide}}
+
:* [[Defense guide]]
:* {{L|Defense design}}
+
:* [[Defense design]]
:* {{L|Trap design}}
+
:* [[Trap design]]
:* {{L|Military design}}
+
:* [[Military design]]
  
 
====War====
 
====War====
Line 108: Line 115:
  
 
====Siege====
 
====Siege====
{{L|Siege}}s 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.
+
[[Siege]]s 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 {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not be able to sustain such a state indefinitely.  
+
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 [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not be able to sustain such a state indefinitely.  
  
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. 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 {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}} and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.
+
For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s 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 [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Better build indoor refuse piles away from trafficked areas. Unless an [[well|interior water supply]] 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.
 
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.
Line 121: Line 128:
 
''(Hidden Fun Stuff)''
 
''(Hidden Fun Stuff)''
  
 +
If you don't want [[Hidden Fun Stuff|spoilers]], trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''.
  
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''.  
+
===Crashes, failed modding ===
 +
Mod too much and the human caravan that comes in could spontaneously combust. Or just crash your game.  
  
 
{{Category|Guides}}
 
{{Category|Guides}}

Latest revision as of 20:50, 28 May 2014

D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


This article is about an older version of DF.

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 fortress, don't feel like you don't understand the game. Dwarf Fortress has a steep difficulty curve (often referred to as a "cliff"), 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 reclaim fortress or go visit it in adventurer mode.

If you're looking for more ways to test yourself, try either the mega construction or the Challenges articles.

Fun in Dwarf Fortress

Autopsy, or why your fortress died[edit]

Various common things can cause the death of a fortress. Let's examine some together...

Dwarf vs. Nature[edit]

Sometimes the wilds take you out.

Local Wildlife[edit]

Goblins aren't the only creatures that want you dead. The obvious threats aside, some creatures 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[edit]

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[edit]

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 fortifications 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[edit]

Sometimes you bring it on yourself.

No Food[edit]

A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation. As dwarves begin to starve, they will become hungry, then starving. This will cause them first to slow down all work, and then to become very unhappy. 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 terminal hissy fit.

Don't forget your alternative sources of food. If your farms aren't doing the job and a trade caravan is months away, try butchering your domestic animals, gathering plants, or resorting to the hunting of local wildlife.

No Booze[edit]

Equally as bad is no alcohol, which dwarves require to be happy and productive. Some alcohol can be acquired from caravans, but not enough for an entire fort until the next caravan arrives. You must gather or farm certain plants to then brew those in a still with an empty barrel—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[edit]

Sometimes you just can't help but take a drink, and when you think it's safe, CHOMP. Watch out for Carp.

No water[edit]

Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be brewed without the use of water. However, injured dwarves must be given water, not alcohol, or they will die of dehydration.

Rain will refill stagnant pools of water slowly. In a hot climate, this may evaporate almost immediately. What's more, if the map is in a dry climate, 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 climates. Also, if weather has been turned off in the init.txt 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 caverns may contain water somewhere, so you can put down a well. Watch out for other sources of fun.

Too Much Water (aka "Flooding accidents")[edit]

The opposite side of the dehydration spectrum is having too much water. Remember that water can flow 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 sourced water, 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 pump 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 magma. This is even more fun, and even harder to recover from. Any shut door will stop magma, it doesn't rise as aggressively (via pressure) as water, and magma can be pumped out with the right equipment. Read up on it. Good luck.

Inability to mine ("Diggor Mortis")[edit]

i.e., no picks.

Diggor Mortis: when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.

Simply put, you need picks to mine ore, which is then smelted to make metal for items like more picks. If you are careless (or ignorant) of how to dig safely, and your miners create a collapse 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 mining labor, 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 ore or bars to create a weapons-grade metal, and a forge (and smelter if you need one), you can create new picks and continue. In a pinch, you can even melt other metal objects for metal. You might get lucky with a caravan - 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 picks from your Outpost Liaison, who will arrive with the next dwarven trade caravan in a year. Or you can abandon and try again.

If you have axes and trees available, then you can build structures, buildings and furniture of wood, which is something.

Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the raw material to make more, and away from current digging operations.

See also: Make your own weapons

Dwarf vs Society[edit]

Sometimes your traditions and morals conspire. Hell Is Other Dwarves?

General Unhappiness[edit]

Think it's no big deal to leave your dwarves with a mediocre dining room, no-quality bed and a generally inadequate fortress?

If there is little in a fortress to give your dwarves happy thoughts and enough to give them unhappy thoughts, then your dwarves will start to throw tantrums, grow melancholy, and/or cause general chaos. In extreme (but sadly not rare) examples, this can lead to a tantrum spiral 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[edit]

While it doesn't happen often, those Nobles' 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...[edit]

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[edit]

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[edit]

War never changes.

See Ambush.

Siege[edit]

Sieges 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 crops, metal and fuel readily available, underground wood source and your own livestock, a fortress may not be able to sustain such a state indefinitely.

For example, trade with the outside world has now been shut off, leaving you only what ores 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 Hammerer from killing or maiming your dwarves. Shell, bone and leather commonly acquired by hunting and fishing need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody craftsdwarves will be driven into suicide or worse. Rotten vermin corpses begin to heap in your food supply, forcing you to dump these into inside refuse piles, generating miasma. Better build indoor refuse piles away from trafficked areas. Unless an interior water supply 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.

HFS[edit]

(Hidden Fun Stuff)

If you don't want spoilers, trust us: you'll know when you've found it. It's a great deal of fun.

Crashes, failed modding[edit]

Mod too much and the human caravan that comes in could spontaneously combust. Or just crash your game.