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		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21745</id>
		<title>40d:Challenges</title>
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		<updated>2009-06-19T21:13:11Z</updated>

		<summary type="html">&lt;p&gt;Doomender: /* Specialized Fortress */ - Spelling correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more difficulty and [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Difficult Builds ==&lt;br /&gt;
A sub-optimal embark profile can make the first few years more difficult than they might otherwise be. After a few years, however, immigration, trading, and development of new industries will likely bring your fort up to usual standards. For best results, combine with a restriction.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
=== Hunting Party ===&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
=== Bandit Camp ===	 &lt;br /&gt;
	 &lt;br /&gt;
* At least 3 marksdwarves.	 &lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.	 &lt;br /&gt;
	 &lt;br /&gt;
Attack and loot every sentient creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
=== Minimal ===&lt;br /&gt;
* No skills&lt;br /&gt;
* No items&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Several of the game's features are rightly considered broken. Creating self-imposed limitations on what you can and cannot do may alleviate this.&lt;br /&gt;
&lt;br /&gt;
=== ASPCA ===&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (Whether &amp;quot;them&amp;quot; refers to the pets or the owners is up to the discretion of local [[mayor]]s.)&lt;br /&gt;
&lt;br /&gt;
=== City-States ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
=== Dieting Dwarves ===&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
=== Hippy challenge ===&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
=== Hermit ===&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
&lt;br /&gt;
=== Nay, no ponderous stone doors or shining silver arcades, not while I live! ===&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
* Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
* Build with soap. Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, and one type of wood. Your whole fortress must be made from these items. You may further narrow it down to bones, skin, and other from one animal, one type of glass, etc. If any artifacts are made using a forbidden item, chuck into lava, a river, or a chasm (you may need to throw the dwarf who made it in as well, since he will throw a tantrum).&lt;br /&gt;
&lt;br /&gt;
=== Luddite ===&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
=== Master Of One ===&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
=== The Mad Butcher ===&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs.&lt;br /&gt;
*Start with a normal build except:&lt;br /&gt;
**One dwarf should be a dedicated butcher/tanner.&lt;br /&gt;
**Buy minimal food.&lt;br /&gt;
**Bring as many puppies or kittens as possible.&lt;br /&gt;
*Drop all your puppies or kittens into cages or into animal pits as soon as possible. &lt;br /&gt;
*Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&lt;br /&gt;
*At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&lt;br /&gt;
*Set it all up so that the mad butcher cannot escape.&lt;br /&gt;
*As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher.&lt;br /&gt;
*To retrieve the food and leather without releasing the butcher, either have him dump it down another hole or use an airlock system.&lt;br /&gt;
*See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&lt;br /&gt;
&lt;br /&gt;
=== No death ===&lt;br /&gt;
&lt;br /&gt;
Try to play the game for as long as possible without losing any dwarf (so no death, but also no failed mood, no kidnapping, no beating to death, etc.) A simple challenge, yet harder than what it seems to be.&lt;br /&gt;
&lt;br /&gt;
Some players consider this to be the opposite of the intent of Dwarf Fortress.  So naturally, it must be done.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Fortress ===&lt;br /&gt;
&lt;br /&gt;
Your Dwarves may only produce one type of product other than food or booze (Clothing, Crafts, etc.). Everything else has to be imported.&lt;br /&gt;
&lt;br /&gt;
== Megaprojects ==&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]] when it's finished.&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
=== The great brewery ===&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
=== Castle ===&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
=== Wealth ===&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
=== Biodome ===&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
=== Underwater fortress ===&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
=== Mountain audit/core sample ===&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
=== Santa Claus ===&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
=== Graveyard Master ===&lt;br /&gt;
&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be locked and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
=== How high can you go? ===&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
=== Computing ===&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
=== Doomsday Clock ===&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
=== World Domination ===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Casting ===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
=== The Monolith ===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
=== Ceremonial Sacrifices ===	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
=== Space Ship ===&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of [[steel]].&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
&lt;br /&gt;
=== Aqueducts ===&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
=== Dwarf like an Egyptian ===&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different [[traps]] in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
=== Skull collector ===&lt;br /&gt;
&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room.&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throneroom with kittens.&lt;br /&gt;
&lt;br /&gt;
=== Moria ===&lt;br /&gt;
&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
=== Crematory Fortress ===&lt;br /&gt;
&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: At the time of writing, the editor isn't sure if coffins falling off the bottom of the map count as being 'lost.'  If they do, channel out a magma pool and put the temple above that to avoid tantrums.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Precision ===&lt;br /&gt;
&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; floodgates in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
=== The cube ===&lt;br /&gt;
&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to eachother with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
=== Land battleship ===&lt;br /&gt;
&lt;br /&gt;
Turn your moutain into a huge battlestation, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (ie, everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.&lt;br /&gt;
&lt;br /&gt;
=== The Great Wall of Urist ===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
&lt;br /&gt;
=== Collosseum ===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
== Themed fortress ==&lt;br /&gt;
The middle ground between restrictions and megaprojects. A theme gives your fort a sense of purpose, while usually being less time-consuming than a megaproject. Additionally, many themes can be combined together.&lt;br /&gt;
&lt;br /&gt;
=== Fort Geneva ===&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
=== Immigration and customs enforcement ===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
=== Luxury Hotel ===&lt;br /&gt;
&lt;br /&gt;
Build a hotel with large luxurious rooms &lt;br /&gt;
* Starting 7 dwarfs will be the only dwarfs that can work.&lt;br /&gt;
* All immigrants will be treated like nobles and will have all labors turned off.&lt;br /&gt;
* Provide places to throw parties.&lt;br /&gt;
*BONUS: Make a large fountain or waterfall centerpiece.&lt;br /&gt;
*BONUS: Keep the hotel up to code with health and safety.&lt;br /&gt;
** If any of the ''customers'' die or get kidnapped you must abandon the hotel.&lt;br /&gt;
*MEGA BONUS: Make the entire hotel out of ice.&lt;br /&gt;
&lt;br /&gt;
=== Segregation ===&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
=== No singles ===&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
=== Live up to your name ===&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
=== Equaland ===&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
=== This. Is. SPARTAAAA! ===&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
Refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears, promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. Forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't create chainmail or plate armour. Brew only wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
=== Commune ===&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both enabled simultaneously.)&lt;br /&gt;
&lt;br /&gt;
=== Government in Exile ===&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
=== Stay Awhile, and Listen ===&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&lt;br /&gt;
&lt;br /&gt;
Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
=== Noblesse requiro ===&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
=== Humanlike Fortress ===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as [[mega constructions|one huge arcology]].&lt;br /&gt;
* MEGABONUS: Build your City in a giant, artifical cave.&lt;br /&gt;
&lt;br /&gt;
=== Sitting on trees ===&lt;br /&gt;
Build up your fortress on the top of giant trees (that you have to construct from wood at first). Don´t build anything underground. Show that snobbish elves that dwarves are better in EVERYTHING - even in sitting on trees.&lt;br /&gt;
* BONUS: Build your tree-city at a place with low (or even no) vegetation.&lt;br /&gt;
* BONUS: Light it on fire.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Doomender</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24632</id>
		<title>40d Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cage&amp;diff=24632"/>
		<updated>2009-06-09T03:40:18Z</updated>

		<summary type="html">&lt;p&gt;Doomender: /* Cages and Unwanted Dwarven Inhabitants */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Assigning animals / building cages==&lt;br /&gt;
How do you put more than one animal in a cage? [[User:Runspotrun|Runspotrun]] 11:41, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Once you hit (A)ssign, you should have a list of all tame animals in your fort. From here you can toggle whether or not a given animal is assigned to that cage by hitting Enter. You can do this for a number of creatures at once. Creatures already assigned to a cage or chain will have [A] out to the right of their listing. IIRC, there is a limit on the number of critters in a cage, but it's pretty high. One nice benefit is that if you put a male and female of the same species in a cage together, they can still breed.--[[User:RedKing|RedKing]] 12:25, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Um...&lt;br /&gt;
::(A)ssign? Uh, I don't see that. (a) is announcements, and (A) does nothing. I can see a list of animals with both (u) and (z)-&amp;gt;Animals, but they only let me assign to owners, slaughter, etc. Do I need a specific noble? [[User:Runspotrun|Runspotrun]] 12:41, 9 November 2007 (EST)&lt;br /&gt;
::Ah, hold on. I appear to have only caught untamable creatures (yay... I guess). Does (A)ssign only work if I have caged, tame creatures? [[User:Runspotrun|Runspotrun]] 12:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Cage options menu, I think {{k|q}} or {{k|t}}. --[[User:Savok|Savok]] 12:48, 9 November 2007 (EST)&lt;br /&gt;
::::Wow, I'm being really awkward here. Sorry. {{k|q}} and {{k|t}} both give me options about the animal stockpile the cages are sitting on, or the ground below that. [[User:Runspotrun|Runspotrun]] 12:55, 9 November 2007 (EST)&lt;br /&gt;
:::::Ahh, now I see the problem. You have to {{k|b}}uild the cage first, which moves it from the stockpile to whatever location you specify, then you can assign animals to it. Animal stockpiles just serve as collection points for your trappers to dump off their catch, or for new animals bought from caravans.--[[User:RedKing|RedKing]] 13:19, 9 November 2007 (EST)&lt;br /&gt;
::::::AHA! I see it now. Thanks for your help! [[User:Runspotrun|Runspotrun]] 13:37, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible addition ==&lt;br /&gt;
&lt;br /&gt;
Maybe worth adding to the article : How do you empty cages of bones and seeds? What's the best way to get rid an untameable creature in a cage? [[User:Runspotrun|Runspotrun]] 21:15, 13 November 2007 (EST)&lt;br /&gt;
Answer to both questions is lava. [[User:Rkyeun|Rkyeun]] 17:21, 23 December 2007 (EST)&lt;br /&gt;
:Alternatively, if you're just trying to get them out, melting the cage will work as well. (assuming metal of course)&lt;br /&gt;
::bones and seeds in a cage can be dumped, the cage will remain where it is. Lava and melting will destroy the cage too, so thats not exactly helpful.--[[User:Koltom|Koltom]] 13:59, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You can build the cage and use {{k|d}}-{{k|b}}-{{k|d}} over the builded cage to dump all items in it. This includes the items of the caged creature but not the creature itself. --[[User:TCPR|TCPR]] 15:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captured thieves ==&lt;br /&gt;
So, if you manage to catch a thief or a snatcher in a cage trap '''after''' he has already managed to steal something/one, is there any way to get it off him, without releasing and killing him in process?--[[User:Dorten|Dorten]] 23:35, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:There might conceivably be some way to make him go [[melancholy]], at which point he might ditch all his items.  I wouldn't know how to induce it, though.--[[User:Maximus|Maximus]] 04:43, 14 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found this at forum: You can find the items, carried by caged goblins/kobolds/whatever in the stocks menu and designate them for dumping, then dwarves will strip the prisoner. Cant check now. Anyone, confirm?--[[User:Dorten|Dorten]] 07:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yep, this works. Got a human macelord in cage, found (*steel morningstar*) at stock menu, {{K|z}}oomed to it - it pointed on macelord's cage so, it's his morningstar,  {{K|d}}umped it, and voila: a dwarf comes to cage and gets morningstar out. The only thing unclear - how do you free a child from a bag?--[[User:Dorten|Dorten]] 02:39, 16 January 2008 (EST)&lt;br /&gt;
:Magma works well I hear. [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
:Alright, so this works with dumping. If I designate an item to be melted, will the furnace operator come take it off the captured goblin? How about if I have a standing order to improve clothing? Will my clothier come and take the (narrow cave spider silk trousers) and sew his cloth image on them? Or is actual dumping the only way? --[[User:Zombiejustice|Zombiejustice]] 09:12, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dissapearing metal cages ==&lt;br /&gt;
&lt;br /&gt;
I keep trying to make metal cages for a prison, but each time it gets completed the smith stands around a while and then it just dissapears. He doesn't even put it on a stockpile. Can anyone tell me what's happening?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Have you tried tracking the cage in the stocks menu? Are you sure it disappeared? [[User:VengefulDonut|VengefulDonut]] 20:44, 25 January 2008 (EST)&lt;br /&gt;
:check with {{key|t}} if the cage is still in the workshop - also, u need an animal stockpile (not a furniture one)--[[User:Koltom|Koltom]] 22:42, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '''Stopping''' certain dwarves from un/caging ==&lt;br /&gt;
&lt;br /&gt;
All right, I know how to {{key|q}}{{key|a}}sign animals to a cage. But even with [[animal hauling]] turned off, my dwarves still love putting furries into cages - how do I make it so that only my animal carers and animal trainers do this job? My miner drags herself from one end of the mine to the other to do this job![[User:GarrieIrons|GarrieIrons]] 05:44, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you try with both hauling and care off? --[[User:N9103|Edward]] 08:17, 13 February 2008 (EST)&lt;br /&gt;
::All of my trades-dwarves (carpenters, miners, woodcutters etc) have '''only''' the following enabled: their trade, Health Care ('cause I don't want anyone to die for no real reason), Burial ('cause if they do die I wanna get rid of the evidence), and Cleaning (cause from what I hear, dwarves clean less than I do even with that one turned on). So yeah, I've got both Animal Hauling AND Animal Care turned off AFAIK.[[User:GarrieIrons|GarrieIrons]] 03:25, 14 February 2008 (EST)&lt;br /&gt;
:::yep, seems anyone will cage/uncage. no way to stop it. --[[User:Koltom|Koltom]] 22:43, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Confirming having children in cages ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the page says it's unsure whether or not animals can bear children when while in cages. To my experience they do, I recently had some donkey foals born when everything but my wardogs were caged up. They were also standing around right next to the cages. Anyone care to confirm this so we can add it to the page? --[[User:Eurytus|Eurytus]] 3:14, 28 March 2008 (EST)&lt;br /&gt;
:It says 'It is unsure if animals in a cage will mate, but animals can bear children when caged.' You just approved second part. What are you going to change?--[[User:Dorten|Dorten]] 05:01, 28 March 2008 (EDT)&lt;br /&gt;
: I get what you're saying, I think. I'll spade it a little more to see if the couple continues to bear children even though they're both in the cage at all time before I consider changing anything.--[[User:Eurytus|Eurytus]] 5:34, 28 March 2008 (EST)&lt;br /&gt;
:: I'm still on it too. I'm waiting for the last offspring to be adults to make sure this isn't blocking new ones, plus 3 years to be sure, but it looks like the donkeys and groundhogs have really stopped breeding and the rest too. The requirements for getting pregnant seem to be rather low; having a free male and female ''somewhere'' on the map for a short time seems to be enough. --[[User:Koltom|Koltom]] 22:58, 28 March 2008 (EDT)&lt;br /&gt;
: I've confirmed that caged animals do not, in fact, mate. I did a controlled study with animals in cages, specifically with dogs. I brought along two dogs on a new fortress. As soon as they had puppies, I slaughtered the parents and caged the puppies. As immigrants came along, all newborn puppies were immediately caged, and I paid specific attention to which animals were giving birth. Over a 5 year period, 12 puppies matured into dogs (2 are still puppies), none of which gave birth. The only source of puppies were the pets. --[[User:JeebusSez|JeebusSez]] 22:10, 20 May 2008 (EDT)&lt;br /&gt;
:: animals reproduce asexually anyway, for some reason - i had a walled up puppy that grew up and had a puppy of its own, as well as a single (tame) mountain goat in my fortress, which had two sets of kids - i butchered the first lot so no, they didnt impregnate their mother... [[User:Twiggie|Twiggie]] 16:45, 12 July 2008 (EDT)&lt;br /&gt;
:::Every fortress I've ever played contradicts what is reported here. I've never seen a tame animal in a cage *not* breed. I've been caging and breeding tame animals (captured and imported) since 2D. I suppose I'll have to do some more testing. Not so sure why the user was able to produce these results. I'm also confused as to why they would slaughter the parents and what sort of effect that is supposed to have on the data. It could be that this somehow prevents the puppies from ever learning how to breed, or some other strange effect. See the picture at [http://dwarf.lendemaindeveille.com/index.php/Talk:Meat_industry#Contact_for_breeding|the discussion for the meat industry.][[User:Schm0|Schm0]] 16:57, 20 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I store all my puppies in cages aside from a chained male/female/female. Never have had a matured dog in a cage give birth. Isn't this something that has been tested/confirmed before? The standard advice on the forums is to cage cats to prevent breeding, and it seems to solve the problems. Slaughtering the parents wouldn't cause some strange effect as children don't learn anything from parents currently. How did you do your testing? If they were matured when you stuck them in the cage then chances are they were already pregnant thanks to the spores effect. --[[User:Elvang|Elvang]] 17:45, 20 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cages and Fluids ==&lt;br /&gt;
Do creatures need to breath in a cage? If you have an unconstructed/constructed cage underwater does the inhabitant drown? If you have a unconstructed/constructed magma-proof cage under magma does the inhabitant burn up? [[User:Yvain|Yvain]] 08:29, 6 April 2008 (EDT)&lt;br /&gt;
:Here is the experiment I conducted:&lt;br /&gt;
:* built a large deep empty pool&lt;br /&gt;
:* put a goblin cage and a cage stockpile at the bottom of it&lt;br /&gt;
:* waiting for a dwarf to put some goblin cages in the stockpile&lt;br /&gt;
:* turned on the pumps to flood the room&lt;br /&gt;
:* had a dwarf throw (pit/pond) another goblin into the pool&lt;br /&gt;
:* waiting until the thrown (pit/ponded) goblin drowned and then emptied the pool&lt;br /&gt;
:Results: Neither the goblins in the constructed cage or the goblins in the unconstructed cage in the stockpile died. So in conclusion it appears that caged creatures do not need air. [[User:Yvain|Yvain]] 23:25, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does this also hold for fish? [[User:VengefulDonut|VengefulDonut]] 02:11, 10 April 2008 (EDT)&lt;br /&gt;
:::Knowing the questionable physics of DF, it wouldn't surprise me to find out that both land animals and fish in the same cage need neither air nor water, simultaneously. A kind of quantum stasis or cryogenics. --[[User:DDouble|DDouble]] 18:16, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building materials ==&lt;br /&gt;
It appears that it takes four bars of metal to make a cage. How many logs of wood? How many bags of sand? These are things it would be nice to have in the article. --[[User:zombiejustice|zombiejustice]] 00:51, 03 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Trading caged animals ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I just tried ordering my caged [[Fire Imp]] (wooden cage, go figure ^_^) to the trade depot so that the humans could take it away. A dwarf instead opened the cage and let the thing go, and the now empty cage was taken to the depot. Fortunately the humans smote it before it could set anything alight, but it would've been nice to sell the thing to them, so they could've smitten it on their own time. Does this always happen with caged wild animals? --[[User:Raumkraut|Raumkraut]] 14:28, 12 July 2008 (EDT)&lt;br /&gt;
:Like anything else being taken to the [[trade depot]] - order the [[container]] (in this case the cage) to be taken to the depot not the contents. You ordered just the contents, so they took just the contents out of the container.[[User:GarrieIrons|GarrieIrons]] 00:18, 13 July 2008 (EDT)&lt;br /&gt;
::Not so. I've just tried with a &amp;quot;dog cage (Acacia)&amp;quot;. The relevant cage shows up under both &amp;quot;pets&amp;quot; and &amp;quot;cages&amp;quot; sections of the &amp;quot;bring to depot&amp;quot; list. ''Neither'' of these options caused the dog to be released from the cage. And if I'd selected the fire imp rather than the cage, then why would the (then empty) cage be taken to the depot? --[[User:Raumkraut|Raumkraut]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
:To answer my own question, this is [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug #000041] (means it's been around a while, I guess!). As mentioned in [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000444 this forum thread]. --[[User:Raumkraut|Raumkraut]] 13:34, 13 July 2008 (EDT)&lt;br /&gt;
:On the other hand, if you don't feel like spending time setting up mechanisms and pulling levers, and you happen to be trading, this is a decent way to free up cage traps while letting your military practice. Station your military by the cage traps, mark them for trade, and watch the sparks fly. The civilians always run away right quick while the military fills the trapped goblins/animals with bloody holes. -[[User:Fuzzy|Fuzzy]] 15:33, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Training Vermin in Cages ==&lt;br /&gt;
&lt;br /&gt;
How can you train them? I want some rats, dragonflies, and some lizards as pets.--[[User:Seaneat|Seaneat]] 03:12, 4 August 2008 (EDT)&lt;br /&gt;
: You train animals in a kennel ({{key|b}}-&amp;gt;{{key|k}}), by a Dwarf with the Animal Trainer skill activated.  Depending on the animal, you either use the command to train a small animal or a large animal.  I'm not sure right now of the condition of the cage or trap in which the animal is stored but I am sure it has to be stock{{key|p}}iled, at least.  --[[User:FJH|FJH]] 18:56, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cage Trading Caveats-Elves ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure it's directly relevant to pretty much anything, but I found the section about elves trading wounded animals to be very interesting. Has anyone here read [http://en.wikipedia.org/wiki/Lords_and_Ladies_(novel) &amp;quot;Lords and Ladies&amp;quot;], from Terry Pratchett's Discworld series? In it, elves are described as being particularly cruel, and are said to be good at keeping creatures alive- sometimes for months(with the suggestion being that they torture them ''very slowly'' to death).&lt;br /&gt;
&lt;br /&gt;
Could DF elves perhaps be similar? Apparently Discworld elves are based off [http://en.wikipedia.org/wiki/Elves_(Discworld) pre-Tolkien British and European folklore,] but I don't know enough about that to be able to draw a reasonable conclusion.&lt;br /&gt;
Anyway, just wanted to throw that out there. Perhaps it's not actually a bug? ;) --[[User:Gnavin|Gnavin]]&lt;br /&gt;
&lt;br /&gt;
==Animal Stockpile doesn't move caged animals==&lt;br /&gt;
I built a cage and assigned creatures to it. I assumed they would take that cage to the animal stockpile. It makes sense. So far all they've taken there is my empty cage. I'm guessing that I'm doing it wrong, that building cages is not the way to move them (maybe once they're built, they're forever immobile until you unbuild them?). But how do you capture animals in a cage without building the cage?&lt;br /&gt;
&lt;br /&gt;
:You have some of it right, but you're confusing about 3 different actions, all of which are explained on their own wiki pages.&lt;br /&gt;
&lt;br /&gt;
:You {{key|b}}uild a [[cage]] if you want to un/assign creatures to that cage ''(or designate it as a [[jail]] - but chains are deemed better)'' - the cage then becomes a structure, the same as a door or bridge, until deconstructed.  Once deconstructed, it then again becomes a portable item, with any and all creatures still inside.*&lt;br /&gt;
&lt;br /&gt;
::''(* FYI - a cage with many animals is HEAVY.  A dwarf could take a long time to move something like that. Still might be faster than the alternatives, but be aware.)''&lt;br /&gt;
&lt;br /&gt;
:You can designate an animal [[stockpile|stock{{key|p}}ile]] and cages and/or animals in cages will be moved there for storage - but you can't interact much with them at that point, until the cage is built somewhere.  There is an option ({{key|u}}, iirc?) that allows you to toggle whether empty cages are allowed.  {{key|f}}orbiding all animals but allowing empty cages gets you a stockpile full of... empty cages.&lt;br /&gt;
&lt;br /&gt;
:To capture a large creature, you must use a [[mechanism]] and {{key|c}}onstruct a cage [[trap|{{key|T}}rap]] ({{key|c}}, {{key|T}}, {{key|c}}). To capture vermin, you must {{key|q}}uery a kennel or butcher's shop and have a [[trapper]] try to catch them.--[[User:Albedo|Albedo]] 03:40, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah, thanks so much. I'm dumb. It makes sense. I didn't realize that you could deconstruct a cage and keep the creatures inside, I should've tried that or just read the article more carefully. Many thanks.&lt;br /&gt;
&lt;br /&gt;
== Cages and Unwanted Dwarven Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
I think that it would be useful to have a section on removing unwanted inhabitants.&lt;br /&gt;
Not only for wiki-readers, but also for me. :) &lt;br /&gt;
I have searched high and low, but I cannot find any workable answers for my dilemma.&lt;br /&gt;
Problem: Unconscious dwarves trigger cage traps, which lead to them being irretrievable.&lt;br /&gt;
Thanks in advance!&lt;br /&gt;
Apparently it's a fairly common problem, so I think it would be good to have.&lt;/div&gt;</summary>
		<author><name>Doomender</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline:Ringfissures_Year_4&amp;diff=47770</id>
		<title>Bloodline:Ringfissures Year 4</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline:Ringfissures_Year_4&amp;diff=47770"/>
		<updated>2009-06-07T18:01:19Z</updated>

		<summary type="html">&lt;p&gt;Doomender: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Player: Slant/Rhyme==&lt;br /&gt;
Upon trying to get my head wrapped around this fire-trap, I saw something that scarred me, and became my personal goal to fix. &lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don't understand how this fortress could sustain itself for three years and not have food stockpiles coming out its ears, in case of siege, but I guess if someone goes crazy I know what to blame.&lt;br /&gt;
&lt;br /&gt;
I can see why the food stocks are so low. It's as though someone &amp;lt;i&amp;gt;puked &amp;lt;/i&amp;gt; the farms into whatever space they found.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, only seven farmers? What the shit.&lt;br /&gt;
&lt;br /&gt;
AND NO DRINKS?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Granite==&lt;br /&gt;
&amp;lt;b&amp;gt;First of Granite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After a bit of skill redistribution, I have created a dorf who will be a legend among heroes. His only skill is to brew, and by the gods, will he brew. Long brew Cog Bootlove!&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm not sure what this empty room is for so I've claimed it as my own for this project.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course, as soon as we have made some booze, Phrost is the first to the barrel.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fifteenth of Granite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fuckers.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twentieth of Granite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Elves had nothing useful, of course, so I just took it all. They just complained but didn't do much about it.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As if in cahoots with the elves, as soon as I swiped all their goods a goblin party decides to attack.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-8.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their first target? The clothier.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I ordered everyone indoors just in case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Seventh of Granite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblins finally made it to the front gate.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last one tentatively crosses the bridge, with his comrades (in cages) cheering him on, I'm sure.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The army proceeds to break most of his limbs, and some internal bits.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-12.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He got blood all over the walls, fitting, as his name is Dreadspurted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slate==&lt;br /&gt;
&amp;lt;b&amp;gt;Tenth of Slate&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More goblins. Idiots.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-13.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-14.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those mother-fuckers.&lt;br /&gt;
&lt;br /&gt;
Lost one champion, but not before he smashed the faces of three goblins in. &lt;br /&gt;
&lt;br /&gt;
Next time those goblins try to get us, I'm going to start pulling levers. Granted, I don't know what any of them do, but I'm going to keep pulling them till someone dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Felsite==&lt;br /&gt;
&amp;lt;b&amp;gt;Tenth of Felsite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was hoping for a quiet Felsite but this is what I get instead.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-15.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The butt-badger claimed a Mason's workshop. Might have to start locking some doors...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hematite==&lt;br /&gt;
&amp;lt;b&amp;gt;Seventh of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This momma f is on a &amp;lt;i&amp;gt;roll&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-16.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thankfully it's all part of my secret project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ninth of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My secret project is done.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-17.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I now have my own, well decorated, burial grounds.&lt;br /&gt;
&lt;br /&gt;
Seeing as how I've yet to name my dorf, though, it lays unassigned. I locked the door just in case.&lt;br /&gt;
Now to think of a new secret project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thirteenth of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our lone brew-hero is trying to keep up with demands, but since the barrels are so far away and the food is taken elsewhere once picked, his travel times are bringing slumps in his unit turn over. Thankfully, he still is producing enough that we now have on average a 45 booze-units surplus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Which is 45 units more than our surplus when I took charge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sixteenth of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh joy. A siege.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-18.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;i&amp;gt;human&amp;lt;/i&amp;gt; siege.&lt;br /&gt;
&lt;br /&gt;
Gonna start pulling levers.&lt;br /&gt;
Let's try this one first:&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-19.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good, that was the moat, and not the irrigation system.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-20.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Sixth of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This guy has perfect timing. Wait until we're in the middle of a siege, &amp;lt;i&amp;gt;then&amp;lt;/i&amp;gt; go crazy.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-21.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I of course had locked him in the workshop months ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Seventh of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The humans finally made it to the gates, and it looks like those weapon traps I set up did their jobs.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-22.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That spear pretty much went through the eye, &amp;lt;i&amp;gt;into the brain&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Eighth of Hematite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the humans had been standing around the edge of the map for so long, I let the bridge down to entice them into the traps.&lt;br /&gt;
&lt;br /&gt;
When they got to the traps, Mr. Patternedinked decided to take it upon himself to attack them all.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-23.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, someone appears to be missing a head.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-24.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malachite==&lt;br /&gt;
&amp;lt;b&amp;gt;First of Malachite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rest of the humans shortly decided to flee. We killed three humans, three horses, and one head. They didn't even make it past the weapon traps.&lt;br /&gt;
&lt;br /&gt;
Upon seeing that the siege hasn't ended, I looked up where the humans were on the map. And saw this.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-25.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What the shit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fourth of Malachite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have implemented more weapons traps in the entrance hall. And also sent to create more weapons, to make more traps. It's a vicious cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thirteenth of Malachite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason, a baby is trying to crawl through all my traps. &lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-26.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fifteenth of Malachite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The baby is crawling north, perhaps to besiege the humans alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sixteenth of Malachite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Evidently babies are to humans as animals are to weather. The baby tried to cut off the humans before they got to the front gate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Second of Malachite&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The baby slowly made it back in, whereas the humans have yet to attack again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Galena==&lt;br /&gt;
&amp;lt;b&amp;gt;Sixth of Galena&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the humans wouldn't attack per se, I positioned our one marksdwarf in the hallway to pick them off. So far, he's killed about three.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Eleventh of Galena&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This one miner, who somehow got on the entrance walls, is now running back and forth since he tries to get off the walls but is then scared by the humans. He's just running back and forth, back and forth.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-27.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Eighteenth of Galena&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Disbanded the siege after a few minor losses, most importnatly our single marksdorf. Need to find a replacement for him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Fifth of Galena&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh no&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-28.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Sixth of Galena&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He threw a barrel down the hall then calmed the hell down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Limestone==&lt;br /&gt;
&amp;lt;b&amp;gt;Fourth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Christ, two tantrums in a row. This time be broke an archery target.&lt;br /&gt;
&lt;br /&gt;
He just earned himself 26 days in prison.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-29.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fifth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make that 51. He just broke someone's leg.&lt;br /&gt;
&lt;br /&gt;
76. Broke a chair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Eleventh of Limestone.&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Christ, going for a hat-trick.&lt;br /&gt;
&lt;br /&gt;
This made me laugh though:&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-30.jpg]]&lt;br /&gt;
&lt;br /&gt;
Guess he can't start fights in prison&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thirteenth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dorf merchants show up. I'm going to trade them all the stuff I harvested from the dead humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fourteenth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4th tantrum&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-31.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Seventeenth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traded for some cats. &amp;lt;i&amp;gt;Damn&amp;lt;/i&amp;gt; I love them cats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nineteenth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Claspmerchant Tantrums: 5&lt;br /&gt;
&lt;br /&gt;
He has now been moved to a new cell, with a new rope.&lt;br /&gt;
&lt;br /&gt;
89 days in prison. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Eighth of Limestone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tatrum number 6&lt;br /&gt;
&lt;br /&gt;
This time he started a fist fight with a cow, in prison.&lt;br /&gt;
&lt;br /&gt;
I wonder if this is all related?&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-32.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sandstone==&lt;br /&gt;
&amp;lt;b&amp;gt;Ninth of Sandstone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Possessed mechanic. Time to make some awesome weapons traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Moonstone==&lt;br /&gt;
&amp;lt;b&amp;gt;First of Moonstone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rest of fall was uneventful. Let's see if Winter follows suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Seventh of Moonstone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-33.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-34.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm sure this will be an issue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Seventh of Moonstone&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally talked to the liaison and requested all their iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Opal==&lt;br /&gt;
&amp;lt;b&amp;gt;Third of Opal&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin ambush. Oh no, what &amp;lt;i&amp;gt;shall&amp;lt;/i&amp;gt; I do?&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-35.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sixth of Opal&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the liaison wants from us is earrings and booze.&lt;br /&gt;
&lt;br /&gt;
I don't want to know what they plan to do with the two.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;On a side note, I find it interesting that the hometown liaison is titled &amp;amp;quot;Goblin village liaison&amp;amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-36.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The goblin ambush seems to have capture a dorf at a young age, as he now returns to fight on their behalf, as an axedorf.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-37.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Seventh of Opal&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally broke 1000 food! My job here is done (&amp;lt;i&amp;gt;almost&amp;lt;/i&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-38.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Obsidian==&lt;br /&gt;
&amp;lt;b&amp;gt;Eleventh of Obsidian&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All is quiet, save for the reoccurring miasma cloud&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-39.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Thirteenth of Obsidian&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All according to plan&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-40.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Twenty-Fourth of Obsidian&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not going to lie, this kinda came out of fucking &amp;lt;i&amp;gt;nowhere&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Image:RingfissuresYear4-41.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Locked him in his room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last week of the year went smoothly. My year is over, I was successful in increasing our food and booze stocks, and hopefully the food industry as well. I appointed my dorf, gave him his tomb, and shall now watch to see what happens next.&lt;/div&gt;</summary>
		<author><name>Doomender</name></author>
	</entry>
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