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	<updated>2026-07-18T19:13:51Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17749</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17749"/>
		<updated>2008-01-06T19:35:33Z</updated>

		<summary type="html">&lt;p&gt;Arnos: change 70 to 80,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, raise the draw bridges and pray you've enough food stocks to last the winter.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Note: As of v0.27.169.33f, sieges are kind of functioning. The siege groups now perform a suicidal rush.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send kidnappers once your fort's population or wealth reaches a certain amount, and will start sieging once your population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similiar to [[Goblins]], [[Kobolds]] will first send thieves dependant on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their arrows have been exhausted.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{old|0.23.130.23a}}&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the siegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] sieges without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop siegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during a siege. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stories&amp;diff=7308</id>
		<title>40d Talk:Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stories&amp;diff=7308"/>
		<updated>2008-01-01T16:36:49Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this really be here? I think we should clear it out, no sense in having stories about the old version. --[[User:Roberto|Roberto]] 18:37, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, blast it. --[[User:Infinity|Infinity]] 06:00, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The stories don't really change, honestly. I think they should stay. Also, would anyone be terribly offended at a link to the epic of Boatmurdered on this page? --[[User:The Good Professor|The Good Professor]] 22:37, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not at all. The epic of Boatmurdered is epic and DF.&lt;br /&gt;
:::Also, I suggest that we delete a lot of the stories in here but keep the rest. Some, like &amp;quot;Parabolart's Carpenter,&amp;quot; &amp;quot;A small problem&amp;quot; (whose image, which exists only on the old wiki, shows a permaflooded game), and &amp;quot;Next time, don't stand on it&amp;quot; are just plain bad, and others, like &amp;quot;Kerligmosus&amp;quot; and &amp;quot;A Love Story&amp;quot; aren't really even stories.&lt;br /&gt;
:::However, some stories, like &amp;quot;A Carpenters Dream&amp;quot; are well-written stories (if you ignore the grammer) and could be made from a game on any version of DF.&lt;br /&gt;
:::This does bring up the question of &amp;quot;how can I determine the quality of this story fairly,&amp;quot; which isn't easy to answer. However, the only two alternatives to this that I see are to delete a lot of good stories or to keep a lot of junk. --[[User:Savok|Savok]] 22:54, 5 November 2007 (EST)&lt;br /&gt;
:I think the stories should stay perhaps create a category for longer stories [[User:Jikor|Jikor]]&lt;br /&gt;
:The stories should stay--[[User:Nerd10101|Nerd10101]] 02:24, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think the stories currently here could be archived to an older page and this page could be started again, it is getting rather large.--[[User:Arnos|Arnos]] 11:36, 1 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26158</id>
		<title>40d:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26158"/>
		<updated>2007-12-16T01:26:31Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in fortresses - usually underground complexes with all the required buildings for dwarven living. They're [[Fortress name|named in a specific manner]].&lt;br /&gt;
&lt;br /&gt;
To tell what your &amp;quot;rank&amp;quot; your fortress has, look on the nobles screen, if you have the manager it should say X manager where X is your fortress &amp;quot;rank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Denomination ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are named according to their population.&lt;br /&gt;
&lt;br /&gt;
* '''Outpost:''' Less than 20 dwarves.&lt;br /&gt;
* '''Hamlet:''' 20-49 dwarves.&lt;br /&gt;
* '''Village:''' 50-79 dwarves.&lt;br /&gt;
* '''Town:''' 80-109 dwarves {{Verify}}&lt;br /&gt;
* '''City:''' 110-?? dwarves {{Verify}}&lt;br /&gt;
* '''Metropolis:''' ??-?? dwarves {{Verify}}&lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land:&lt;br /&gt;
&lt;br /&gt;
* '''Barony capital:''' Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
* '''County capital:''' Home of the [[Count|Count/Countess]]&lt;br /&gt;
* '''Duchy capital:''' Home of the [[Duke/Duchess]]&lt;br /&gt;
* '''Mountainhome:''' Home of the [[King|King/Queen]] of that dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26157</id>
		<title>40d:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26157"/>
		<updated>2007-12-16T01:26:11Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in fortresses - usually underground complexes with all the required buildings for dwarven living. They're [[Fortress name|named in a specific manner]].&lt;br /&gt;
&lt;br /&gt;
To tell what your &amp;quot;rank&amp;quot; your fortress has look on the nobles screen, if you have the manager it sohuld say X manager where X is your fortress &amp;quot;rank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Denomination ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are named according to their population.&lt;br /&gt;
&lt;br /&gt;
* '''Outpost:''' Less than 20 dwarves.&lt;br /&gt;
* '''Hamlet:''' 20-49 dwarves.&lt;br /&gt;
* '''Village:''' 50-79 dwarves.&lt;br /&gt;
* '''Town:''' 80-109 dwarves {{Verify}}&lt;br /&gt;
* '''City:''' 110-?? dwarves {{Verify}}&lt;br /&gt;
* '''Metropolis:''' ??-?? dwarves {{Verify}}&lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land:&lt;br /&gt;
&lt;br /&gt;
* '''Barony capital:''' Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
* '''County capital:''' Home of the [[Count|Count/Countess]]&lt;br /&gt;
* '''Duchy capital:''' Home of the [[Duke/Duchess]]&lt;br /&gt;
* '''Mountainhome:''' Home of the [[King|King/Queen]] of that dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26156</id>
		<title>40d:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26156"/>
		<updated>2007-12-16T01:25:56Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in fortresses - usually underground complexes with all the required buildings for dwarven living. They're [[Fortress name|named in a specific manner]].&lt;br /&gt;
To tell what your &amp;quot;rank&amp;quot; your fortress has look on the nobles screen, if you have the manager it sohuld say X manager where X is your fortress &amp;quot;rank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Denomination ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are named according to their population.&lt;br /&gt;
&lt;br /&gt;
* '''Outpost:''' Less than 20 dwarves.&lt;br /&gt;
* '''Hamlet:''' 20-49 dwarves.&lt;br /&gt;
* '''Village:''' 50-79 dwarves.&lt;br /&gt;
* '''Town:''' 80-109 dwarves {{Verify}}&lt;br /&gt;
* '''City:''' 110-?? dwarves {{Verify}}&lt;br /&gt;
* '''Metropolis:''' ??-?? dwarves {{Verify}}&lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land:&lt;br /&gt;
&lt;br /&gt;
* '''Barony capital:''' Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
* '''County capital:''' Home of the [[Count|Count/Countess]]&lt;br /&gt;
* '''Duchy capital:''' Home of the [[Duke/Duchess]]&lt;br /&gt;
* '''Mountainhome:''' Home of the [[King|King/Queen]] of that dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28023</id>
		<title>40d Talk:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28023"/>
		<updated>2007-12-16T01:24:52Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Noblogem and the surrounding lands have been made a county.''  It may have coincided with breaking 400,000 created wealth.  --[[User:Geekwad|Geekwad]] 18:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The City -&amp;gt; Metropolis transition appears to be 150 pop. Unsure as to wether this is the only requirement though. --[[User:TangoThree|TangoThree]] 17:30, 26 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28022</id>
		<title>40d Talk:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28022"/>
		<updated>2007-12-16T01:23:04Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Noblogem and the surrounding lands have been made a county.''  It may have coincided with breaking 400,000 created wealth.  --[[User:Geekwad|Geekwad]] 18:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The City -&amp;gt; Metropolis transition appears to be 150 pop. Unsure as to wether this is the only requirement though. --[[User:TangoThree|TangoThree]] 17:30, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How can you tell what you fortress is? --[[User:Arnos|Arnos]] 20:23, 15 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17744</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17744"/>
		<updated>2007-12-15T15:53:26Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, raise the draw bridges and pray you've enough food stocks to last the winter.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Note: As of v0.27.169.32f, sieges are kind of functioning. The siege groups now preform a suicidal rush. (according the CrapcomX on the IRC)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will attack whenever they feel like it, after your fortress reaches a certain point. Possibly triggered by fortress wealth now rather than nobles. Sometimes they will even attack when a caravan arrives.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
[[Kobolds]] seem to arrive in small archer squads, and will pick off solitary [[hunter]]s, [[herbalist]]s, and [[woodcutter]]s foolish enough to work alone.  They appear to function similarly to the elven sieges in the previous version.  When they expend all their ammunition, they will retreat off the edge of the map.  It's unknown what exactly causes [[kobolds]] to attack, although killing a [[kobold]] master [[thief]] may cause an attack.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{old|0.23.130.23a}}&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the siegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] sieges without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop siegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during a siege. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17743</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17743"/>
		<updated>2007-12-15T15:53:01Z</updated>

		<summary type="html">&lt;p&gt;Arnos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, raise the draw bridges and pray you've enough food stocks to last the winter.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Note: As of v0.27.169.32f, sieges are kindof functioning. The siege groups now preform a suicidal rush. (according the CrapcomX on the IRC anyway)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will attack whenever they feel like it, after your fortress reaches a certain point. Possibly triggered by fortress wealth now rather than nobles. Sometimes they will even attack when a caravan arrives.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
[[Kobolds]] seem to arrive in small archer squads, and will pick off solitary [[hunter]]s, [[herbalist]]s, and [[woodcutter]]s foolish enough to work alone.  They appear to function similarly to the elven sieges in the previous version.  When they expend all their ammunition, they will retreat off the edge of the map.  It's unknown what exactly causes [[kobolds]] to attack, although killing a [[kobold]] master [[thief]] may cause an attack.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{old|0.23.130.23a}}&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the siegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] sieges without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop siegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during a siege. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Arnos</name></author>
	</entry>
</feed>