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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_design&amp;diff=152258</id>
		<title>v0.31:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_design&amp;diff=152258"/>
		<updated>2011-08-09T20:06:13Z</updated>

		<summary type="html">&lt;p&gt;Hikus: /* Daylight training room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. or complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
The role of a military force in fortress defense can be central or non-existent, depending on the player's overall approach and strategy.  Their one advantage is mobility - they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats.  Only military can take the fight to the enemy (doomsday devices excepted).&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Training {{l|soldier}}s WAS fairly easy, in good cases taking around a season for legendary {{l|wrestling|wrestling}}, and similar for a {{l|weapon}} skill.&lt;br /&gt;
&lt;br /&gt;
{{l|dodger|Dodging}} may take longer, so starting training early, at least with some of your first {{l|migrant}}s (if not with your starting seven) is recommended if you want to go the military route.&lt;br /&gt;
&lt;br /&gt;
One of the important parts of a military is to have dwarves with high physical {{l|attribute}}s, and that requires training them up.  See {{l|cross-training}} for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;[[Danger room]]&amp;quot; method is a quick and effective way of both training shield/weapon/dodge skills and reducing your cat/child/baby population.&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a {{l|weapon rack}} on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. This also helps prevent {{l|cave adaptation}} in your military. You can use an {{l|archery target}} or {{L|armor stand}} this way, too.&lt;br /&gt;
&lt;br /&gt;
===Basic military training Setup===&lt;br /&gt;
&lt;br /&gt;
Since the military update, training can be quite tricky at first but once you use the following steps (aimed at training without danger rooms) it should be reasonably manageable.&lt;br /&gt;
Start with these preparations either at your first or second migrant wave, if your first wave is kinda small and you need more time its still okay, but by the time the third wave arrives you should have step one complete.&lt;br /&gt;
&lt;br /&gt;
This tutorial does not go into the deeper areas of &amp;quot;why&amp;quot; to do this, or even how you use certain panels like the military panel and schedule. All that info is found somewhere else on the Wiki already (I checked).&lt;br /&gt;
&lt;br /&gt;
== Step 1: Roughneck Squad (a.k.a. Suicide Squad) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will need: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 sets of bone/leather armour, or any cheap but reasonably effective armour you can get your hands on... it does not have to be anything pretty... suggestions on armour can be found further below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 melee weapons, axes work great and make these dwarves additionally useful as cave woodcutters later on, spears only work for military and hammers if you plan to draft the survivors as future marks-dwarves. If you can try to mix axes spears and hammers though... crossbows or any ranged weapon + ammo takes too long to set up for it to be useful and most importantly, DO NOT USE TRAINING WEAPONS! &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 expendable dwarfs... really important is to have as close to 10 as possible (+10 is overkill, 9 or 8 works, 5 or 3 does not...) there stats do not matter other then you do not want to use your best dwarves for this, use peasants/cheesemakers that have no or only 1 or 2 friends, become ill quickly, heal slow or are weak and flimsy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 1 bed or other &amp;quot;barracks&amp;quot; building (armor stands, weapon racks etc etc all work)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lets start!&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1 A:''' Make a 10 man squad in the {{l|military|panel}}, the sole purpose of this squad is to prevent an early goblin attack to cripple your military before its even trained and equipped properly&lt;br /&gt;
try to pick people with as few friends as possible for this, it does not matter if they are flimsy in stats or if they are extremely susceptible to disease, we literally do not expect these dwarfs to survive a decent siege.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1 B:''' Assign them the predefined &amp;quot;leather armour&amp;quot; uniform in the military panel by pressing &lt;br /&gt;
(or make your own cheap and fast uniform, anything you have fast on hand is good, even metals if you brought it with embark, have an anvil, wood, and have enough of it) &lt;br /&gt;
If you do not have everything for the uniform for every dwarf then stick to leather and bone, and let a dwarf or 2 be dedicated solely to crafting everything those cannon fodder dwarfs need, once they trained crafting stats you can use them to craft the leather parts of the armour the &amp;quot;real&amp;quot; military squad is going to need&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''1 C:''' Once you have your 10 man &amp;quot;Suicide Squad&amp;quot;, make a barracks with your barracks item (bed, armour stand weapon rack etc...) next to your entrance or next to your most busy area (preferably outside) and assign our roughnecks to it, now make them active in the squad menu so they will hang around in the barracks constantly, waiting for there chums to show up for training (and sometimes even train!)&lt;br /&gt;
&lt;br /&gt;
Try to have only 1 entrance in this stage, or at least only 1 &amp;quot;outside camp&amp;quot;, it's easier to defend.&lt;br /&gt;
&lt;br /&gt;
More on early defences below.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Conscripts (a.k.a. Conscript reporting!) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''You will need:''' &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-6 sets of decent armour, more info about it below&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-6 weapons, preferable &amp;quot;something&amp;quot; like 2 spears, 2 axes and 2 hammers, if you 'really' want marksdwarves flip the hammers for crossbows and also craft some bolts but I advise against it for now.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-your roughneck squad from step 1&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
-6 new dwarves with decent to good stats, basically anything goes as long as they are not susceptible to diseases, not weak or flimsy, do not tire fast or have some other military related traits handicap&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2A:''' Create 2 (yes, 2...) new squads, put in each squad 3 dwarves and try to make em &amp;quot;compatible&amp;quot; (don't put dwarves that are friends or hate each other together, don't put spouses together)&lt;br /&gt;
give them the decent armour as a uniform&lt;br /&gt;
&lt;br /&gt;
Now go in the schedule panel and make it so 2 dwarves minimum train year round for both squads (in other words, 1 can break from training and can eat//drink/be useful while 2 train)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2B:''' Now make it so your roughneck squad gets some breaks in there training, something like only half of them have to train each month, so they can be used as haulers or whatever you need dwarves for at this point...&lt;br /&gt;
if you haven't gotten an ambush by now expect one to show up any day, defend with your roughneck squads only, keep your conscripts as last resort and preferably never counter-attack any enemy further then 20 blocks from your entrance&lt;br /&gt;
&lt;br /&gt;
== Step 3: Standing army ==&lt;br /&gt;
&lt;br /&gt;
'''You will need:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- your roughneck squad (if some survived)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- your 2 &amp;quot;conscript&amp;quot; squads&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 or so more decent armour sets&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 or so crossbows and for each crossbow 1 quiver&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- minimum of 100 bone bolts or 50 metal ones and 200 wooden bolts per crossbow&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- flasks and backpacks for everyone&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 archery targets&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3A:''' once your 2 squads of 3 dwarves with decent armour show they are battle worthy (at least &amp;quot;competent&amp;quot; at their weapon and armour but more is better) .&lt;br /&gt;
&lt;br /&gt;
Take out 1 dwarf from each squad, and put them in a new 3th squad (set the new squad up just like the other 2).&lt;br /&gt;
&lt;br /&gt;
Disband your roughneck squad if some survived up until now and spread them over the 3 squads evenly, make sure you are not using any seriously wounded dwarfs! &lt;br /&gt;
&lt;br /&gt;
Add in 1 new dwarf in each squad, give him a crossbow and decent armour.&lt;br /&gt;
&lt;br /&gt;
Try to aim for at least 3 squads at this time, each holding 2 melee dwarves and 1 crossbow dwarf.&lt;br /&gt;
&lt;br /&gt;
Make lots of wood bolts and some bone or metal bolts, metal is by far better but can still be too costly at this point, bone bolts are very easy to make and do reasonable damage but come in small stacks...&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3B:''' Now set those marksdwarves to carry the bone or metal bolts for combat in the ammunition panel and the wooden for training, a total of 100 combat and 200 training bolts will do, be sure to make a quiver! this is also a good time to be making backpacks and flasks for each of your military dwarves.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''3C:''' Make sure any squad is set so 2/3th is training while 1/3 is off duty throughout the year, keep check on your bolt supplies and any medical &amp;quot;incidents&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once a squad has reached &amp;quot;talented&amp;quot; for everyone, start melting 2 squads together, but keep the basic makeup of 3 melee dwarfs for every 1 marksdwarf in each squad, add in a fortress guard of weak and flimsy dwarves that wear the same armour as our roughneck squad, but also get crap wooden crossbows (so they suck at melee, they will beat people with them occasionally and you dont want your dwarves to die from them).&lt;br /&gt;
&lt;br /&gt;
== Uniforms ==&lt;br /&gt;
&lt;br /&gt;
Basically these uniforms &amp;quot;work&amp;quot; but they are not the best option &lt;br /&gt;
see the armour page for more about this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Cheap uniform:&lt;br /&gt;
&lt;br /&gt;
#-Leather shirts+&lt;br /&gt;
#-Leather trousers+&lt;br /&gt;
#-Leather gloves+&lt;br /&gt;
#-Leather caps+&lt;br /&gt;
#-Leather armors&lt;br /&gt;
#-Leather low/high boots&lt;br /&gt;
#-Bone gauntlets&lt;br /&gt;
#-Bone helms&lt;br /&gt;
#-Bone greaves&lt;br /&gt;
#-Bone shields&lt;br /&gt;
#-Melee weapons (non-training)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic uniform:&lt;br /&gt;
&lt;br /&gt;
#-Leather shirt+&lt;br /&gt;
#-Leather trousers+&lt;br /&gt;
#-Leather caps+&lt;br /&gt;
#-Leather hoods+&lt;br /&gt;
#-Leather gloves+&lt;br /&gt;
#-Leather mittens+&lt;br /&gt;
#-Leather shoes+&lt;br /&gt;
#-cloaks+&lt;br /&gt;
#-Socks+&lt;br /&gt;
#-Metal helm&lt;br /&gt;
#-Metal mail armor&lt;br /&gt;
#-Metal gauntlets&lt;br /&gt;
#-Metal greaves&lt;br /&gt;
#-Metal shield&lt;br /&gt;
#-Metal melee weapon (non-training)&lt;br /&gt;
&lt;br /&gt;
(+ counts as clothing)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Archers are deadly, but vulnerable to melee - crossbows as clubs just aren't the best, but you can't have archer towers every 15 tiles across the map (well, you can, but that sometimes would be tedious) - sometimes you want to take it to the enemy.  Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
===Squad management===&lt;br /&gt;
Ordering multiple {{l|squads}} around can get tiring. It's best to set most of your dwarves to follow a good regimen of training, guarding important {{l|burrow}}s, and patrolling routes along the fort by programming their {{l|scheduling|schedules}}. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to {{l|thief|take}} {{l|snatcher|care}} {{l|ambush|of}} {{l|siege|some}} {{l|megabeast|business}}.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves are bloodthirsty fiends. If a {{l|creature}} crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)legendary in {{l|dodger|dodging}}, {{l|fighter|fighting}} and a weapon of choice, and armored up with {{l|steel}} or {{l|adamantine|better}}, one lone hero can take out several squads of goblins without a scratch. But combat always has a random element - {{l|losing|Fun happens}}.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a {{l|backpack}} to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry {{l|alcohol}} or {{l|water}} in {{l|waterskin}}s or {{l|flask}}s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy {{l|thought}}s.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous creatures (such as megabeasts), keep them far, far away until all your units are in position, and try to ambush the target in an area with no other creatures. If your dwarves get too close, they'll smell blood and charge in, regardless of what you do. Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
When under {{l|siege}} or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this.&lt;br /&gt;
&lt;br /&gt;
==Militia and armed civilians==&lt;br /&gt;
Besides professional, full time military, it's quite useful to incorporate part-time soldiers or armed civilians into the mix.&lt;br /&gt;
&lt;br /&gt;
* See also '''{{l|Cross-training}}''' for suggestions on training attributes &amp;amp; civilian/military mixes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I cut this entire section out because I'm not sure how the new attribute system works yet, though I fixed the links. When somebody knows enough, please update this and unhide it.&lt;br /&gt;
====Training: self-sorting migrants====&lt;br /&gt;
When you get a new wave of 10 or 30 migrants, especially early on, what jobs do you give them? If they have obvious {{l|Preference|likes or dislikes}}, you can go with those - if they like &amp;quot;steel&amp;quot;, they'll be a {{l|weaponsmith}} or {{l|armorsmith}}, if they like aluminum or platinum, maybe a {{l|metal crafter}}, and so on.  But for those who have no such special talents, you may want a bunch to become military, both weaponsdwarves and marksdwarves, and some to become haulers - who's who? &lt;br /&gt;
&lt;br /&gt;
The answer is - let ''them'' decide, by what {{l|attribute}}s they gain. Haulers need some Strength if they're hauling stone (and {{l|furnace operator}}s are not hurt by it either). Toughness is not immediately useful to anyone out of combat, but is critical to survive military training and surviving and healing from combat injuries.  Agility helps anyone, giving more actions/time spent, which includes a faster movement across distances. So put any migrants who are not obviously ear-marked into a quick training program - have them {{l|mining|mine}} soil for a season, or work on {{l|pump|pump}}s, or assign them as your {{l|bookkeeper}} or {{l|stone detailing|smoothing stone}}, whatever works for you.  After a few attribute gains, see where they are - send your Toughest into sparring for weaponry, your most Agile into hauling, your Strong/Agile into crossbow training, and so on. (Note - metal crossbows plus bolts weigh much more than a hand-weapon, as much as half the armor itself!) Agile makes anyone &amp;quot;faster&amp;quot;, both walking and many tasks, so that is up to you to place where you want it most. &lt;br /&gt;
&lt;br /&gt;
:''(* A Very Strong dwarf can carry most any single stone, though it takes a Mighty dwarf to carry platinum or gold ore without slowing down.  A full suit of plate layered over chain armor weighs a staggering amount, but {{l|Armor user}} can negate part or even (at Legendary) all of that.  A metal crossbow, metal bolts and backup quiver can be lugged by any unarmored dwarf, but don't allow much margin for additional armor.''&lt;br /&gt;
&lt;br /&gt;
Remember that the three attributes are chosen at random, and a dwarf will gain more with military or any additional training (&amp;quot;Hauling&amp;quot; doesn't give any experience).  Also, {{l|soldier}}s that have any full rank in a civilian skill don't get bad thoughts when de-Activated,  are more useful when there is no threat.  Similarly, civilians who have a full rank in a combat skill get no bad thoughts when suddenly Activated when the need arises.  This can be used to create civilian &amp;quot;reservists&amp;quot; who can be called upon when needed, military with a civilian application, or in a quick-and-dirty program, civilians who can better defend themselves when necessary - wood cutters with some [[40d:Axedwarf|Axedwarf]], or miners with extra {{l|wrestling}} for when their picks get stuck in a {{l|goblin}} - even a few ranks can make a big difference in an {{l|ambush}}.  There is a reason Sparta had so many citizen-soldiers.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gobbo season open!====&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows (or your lower-quality rejects) and bone/wood bolts on hand, and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What {{l|skill|dabbling}} marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not nearly as effective or useful as properly-emplaced marksdwarves with high skill and proper equipment, but a good emergency measure, especially if you keep your {{l|craftsdwarf|craftsdwarves}} busy churning out cheap ammo from spare bones from the {{l|kitchen}}s and cheap crossbows from fishbones from the {{l|dining hall}}.&lt;br /&gt;
&lt;br /&gt;
====Non-hunting hunters====&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. In that case, you can turn on the {{l|Hunting}} skill for all civilians and use the {{k|m}}ilitary menu to arm (and more importantly, armor and shield) them.  Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly - but without wildlife, no hunting jobs are generated, and they go about their business armed and armored.  Note that if X number of hunt-able animals do appear on the map, that many dwarves will then go hunt them. Do note that hunters will sleep on the ground when they are tired instead of walking to a bed, which will result in unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
====Woodcutters====&lt;br /&gt;
Any dwarf with the Woodcutting labor designated will carry an axe, even when they are not cutting wood. If one (or more) of your starting seven have one rank or more of {{l|axedwarf}}, no unhappy {{l|thought}}s will be generated if they are drafted into active service.  This dwarf might serve to fill several or all above-ground activities, such as Plant Gathering, Architecture and Masonry for bridges and defensive walls, above ground farming, and any hauling, as well as wood cutting. Later, a squad of dedicated woodcutters, possibly with some training in axedwarf, masonry and other skills, can respond en masse to orders to cut trees, providing mutual support and finishing off a large section of trees and getting back to safety that much faster.  Actually training them in axedwarf is optional, but certainly helps.&lt;br /&gt;
&lt;br /&gt;
Note that so long as you have no tree {{k|d}}esignated for cutting (or have no {{l|path}} to those trees), the woodcutters will not respond.  However, if you do, as many woodcutters as trees will respond to those locations - it's recommended that if/when you do, you centralize the designations to allow them to more fully support each other.&lt;br /&gt;
&lt;br /&gt;
===Miners===&lt;br /&gt;
The above tactic can also be used with Miners. When you activate a miner with a {{l|pick}} into the military with no weapon designated, they fight with the pick they are holding and their skill is their {{l|mining}} - and it's not hard for a miner to gain legendary miner skill quite quickly.  Parallel problems arise when designating areas to be mined, but careful use of locked doors or hatches on mineshafts can prevent too many from responding to an area to be excavated.&lt;br /&gt;
&lt;br /&gt;
A dwarf will hold ''either'' an axe or a pick, depending on which labor is activated - it's not possible to activate both at once; the game does not allow it.&lt;br /&gt;
&lt;br /&gt;
==Siege operators==&lt;br /&gt;
There are four important things to remember about siege operators:&lt;br /&gt;
&lt;br /&gt;
# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being &amp;quot;Activated&amp;quot; for the military - it's just another civilian job.&lt;br /&gt;
# Training siege operation is slooooow.  Start early.&lt;br /&gt;
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.&lt;br /&gt;
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations.  (See {{l|cross-training}} for suggestions.)&lt;br /&gt;
&lt;br /&gt;
==A guide for siege engine operations==&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Start off with two {{l|miner}}s and a {{l|wood cutter}} trained to proficient siege engineer status &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarves, build a siege workshop, place it at the front of your fort near the battlements and designate a custom {{l|stockpile}} within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Make sure only one of your dwarves is set to have siege engineering as an active labor. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new {{l|Mechanic}} or {{l|Siege engineer}} dwarves arrive, make sure to disable siege engineering for them.&lt;br /&gt;
&lt;br /&gt;
* You'll need {{l|wood}}. ''Lots'' of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of metal each, and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;br /&gt;
&lt;br /&gt;
==An alternate training program==&lt;br /&gt;
&lt;br /&gt;
This works well if you have a secure above-ground enclosure, a statue garden or farm plots with a surrounding wall, or a privatized plateau, as it can avoid cave adaptation while training (and the engines could be placed where they also have a useful field of fire).  At a minimum, a wall with an interior area of 6x6 is barely adequate for two practice engines, stairs up and recovery trench, but a training facility could be built entirely underground.&lt;br /&gt;
&lt;br /&gt;
Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)&lt;br /&gt;
&lt;br /&gt;
After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and {{l|clutter}} a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.   No rush, don't have to be done until your operators are actually ready to practice.&lt;br /&gt;
&lt;br /&gt;
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see {{l|noise}}), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view&lt;br /&gt;
&lt;br /&gt;
    ss&amp;gt;  |       ss&amp;gt; = siege engine (fires to right)     |  = wall or drawbridge backstop&lt;br /&gt;
   X...__         X  = stairs/ramp                          ... = access tunnel to trench&lt;br /&gt;
                  __ = bottom of channel for ammo catching       &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once your first wave of immigrants shows up (first Winter or second Spring or so), pick a bunch to become &amp;quot;military&amp;quot; - don't decide who will become what, not quite yet.&lt;br /&gt;
&lt;br /&gt;
Put them to training on {{l|pump}}s, mining through soil and/or {{l|Bookkeeper|bookkeeping}} to improve {{l|attributes}}. &amp;quot;Tough&amp;quot; recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - &amp;quot;Very Strong&amp;quot; recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)'' &lt;br /&gt;
&lt;br /&gt;
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarves, just something above peasant level.  If you want, use {{l|cross-training}} to allow them to become useful masons when the need arises, though this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)&lt;br /&gt;
&lt;br /&gt;
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.&lt;br /&gt;
&lt;br /&gt;
Add more trainees and training engines as your work-pool grows.  Final numbers depend on your needs, defensive plan and environment.&lt;br /&gt;
&lt;br /&gt;
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
{{l|Dog|War dogs}} can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs are slower than dwarves with high {{l|attribute|agility}}, and do not shadow the dwarf perfectly.  &amp;lt;!-- NOT SURE IF STILL ACCURATE: Also, dogs can't be reassigned once they are assigned, To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense| }}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!------&lt;br /&gt;
1) Build your fortress so that your entrance(s) have fortifications where you can position marksdwarves. Train marksdwarves as your primary defense first, unless you've got a large undead threat. 4-8 marksdwarves w/ ammo stockpiles nearby will eliminate most threats for the first few years.&lt;br /&gt;
&lt;br /&gt;
2) Build a few sets of pumps that don't connect to anything. Select your melee dwarves, but before you draft them, assign them to do nothing but pump operation until they achieve legendary pump operator status. This will give them much better stats when they eventually do become champions, and are far less likely to be injured during sparing if they have excellent stats and armor.&lt;br /&gt;
&lt;br /&gt;
2a) Craft some &amp;lt;nowiki&amp;gt;&amp;lt;no-quality&amp;gt;&amp;lt;/nowiki&amp;gt; silver weapons for your dwarves to practice with, so they {{subst:subl|Weapon#Damage calculation|aren't as dangerous}}. ''(See {{subst:subl|strange mood}}s for related advice on this.)''  Once they achieve champion status, switch them to Unarmed, then forbid every weapon except the one you want them to use, and swtich them back to their primary weapon type. Great armor + good stats + crappy weapons = relatively safe sparring.&lt;br /&gt;
&lt;br /&gt;
3) Try to get a legendary armorsmith and weaponsmith. Exceptional / Masterwork steel armor will keep your champions quite safe, and a masterwork steel weapons will devastate your foes.&lt;br /&gt;
&lt;br /&gt;
4) Important safety tip: If you send your dwarves outside to fight, build ramps out of every lake on the map. Nothing is more depressing that watching your invulnerable champion drown.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=126102</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=126102"/>
		<updated>2010-08-20T17:40:25Z</updated>

		<summary type="html">&lt;p&gt;Hikus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}, selecting the squad from the list, choosing to {{key|a}}lerts the selected squad, then assigning the squad to Active/Training (Or whatever you have named it). Back out of the military screen and press {{k|s}} for squads. Highlight the squad you want to train and make sure they are set to active by pressing {{k|t}}. It will cycle between active and inactive, make sure it is set to active. Now press {{k|q}} to highlight your {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate the barracks. Highlight which squad you wish to train and press {{k|t}} again. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squads should start to train.&lt;br /&gt;
&lt;br /&gt;
It may seem confusing at first, but there is a reason for all the hoops. Because of the way the system is setup you can assign individual squads to only train in certain areas. That way when trouble strikes they are already nearby. For instance if you have 3 entrances into your fort, instead of having a central training area you station a squad near each, with its own barracks. This insures quicker reaction times and hopefully fewer casualties.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Mace and hammer dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
==Scheduling training==&lt;br /&gt;
Many players make the mistake of assuming that the Active/Training {{L|scheduling#Alert_Levels|alert}} sets your squad to train year round. However this is not the case. Instead it simply fills a squads {{L|schedule}} with the priority to train. That is, your soldiers will put on their uniforms and grab their weapons but they may continue to do jobs outside the military. In order to make them actually train you must do the following after setting their alert to Active/Training (or by scheduling Train under the schedule screen).&lt;br /&gt;
&lt;br /&gt;
#Designate a {{L|barracks}} from an item.&lt;br /&gt;
#Press {{k|q}} and highlight the item used to designate the barracks from.&lt;br /&gt;
#Select the squad you want to train in that particular barracks and press {{k|t}}. A T will appear beside the squads name in the menu.&lt;br /&gt;
#Multiple squads can be set to train in the same barracks. Whether or not this means they will train between squads is unknown{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Things to note: The default alert Active/Training requires 10 members of a squad to activate. This can be changed from the {{L|scheduling}} menu. Dead squad members used to stay in the squad, but as of 31.12 they are removed upon death. At that point another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. &lt;br /&gt;
== Danger Room ==&lt;br /&gt;
There is a method to train up your military to legendary {{L|skill}}s with little interaction from the player. It involves the creation of a room, designated as a {{L|barracks}}, that is filled with {{L|Traps#Upright_Spear/Spike|spike traps}}. The traps are loaded with wooden {{L|training weapon|training spear}} only, so they are not very dangerous. The traps are linked to a single {{L|lever}} set to repeat. As your military stands in the room, engaging in whatever training excercise they would normaly be doing, they will gain skill increases in other areas as well. So far the following skills have been confirmed to increase: armor user, dodge, shield user, and weapons skills (see {{L|Combat Skill|here}} for more details on each). It should be noted that crossbowdwarfs will increase their weapon skill as well, due to parrying the trap weapons with their crossbows. In order to build your own do the following steps:&lt;br /&gt;
&lt;br /&gt;
#Create an area suitably large to hold your militia/training squad, but the smaller the better, by {{k|d}}esignating an {{L|armor stand}} or {{L|weapon rack}} and creating a {{L|barracks}}.&lt;br /&gt;
#Cover all of the floor tiles in spike traps loaded with a training spear (a single spear would be the savest). This part is what separates highly trained dwarves from dwarves who are having too much {{L|fun}}.&lt;br /&gt;
#Link all of the traps to a single {{L|lever}} and set the lever to be pulled on repeat. &lt;br /&gt;
#Set your {{L|military}} to train in that room.&lt;br /&gt;
&lt;br /&gt;
Some words of caution. Any {{L|pet}}s caught following their master into this room will be slaughtered. Whether this is a positive or negative feature will be left for the player to decide. Because the dwarves will be taking damage there is the possibility of death due to infection or a string of unlucky hits. It is however much more unlikely that a serious injury will occur. An infection could give your doctors some practice as well. &lt;br /&gt;
&lt;br /&gt;
Please see [http://www.bay12forums.com/smf/index.php?topic=63528.0 this link] for more information and verification.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military|DF2010:Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Opal&amp;diff=125993</id>
		<title>v0.31 Talk:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Opal&amp;diff=125993"/>
		<updated>2010-08-19T16:57:45Z</updated>

		<summary type="html">&lt;p&gt;Hikus: Created page with 'Since this is a month of the Dwarven calendar as well as a gem, should it have its own stub? For each of the other months, a separate page existed. This includes Moonstone, which…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since this is a month of the Dwarven calendar as well as a gem, should it have its own stub? For each of the other months, a separate page existed. This includes Moonstone, which is also a gem. To be fair, the {{L|Moonstone}} page is pretty sparse. I'm still too new to know when to create a page and when a convention says not to. --[[User:Hikus|Hikus]] 16:57, 19 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moonstone&amp;diff=125992</id>
		<title>v0.31:Moonstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moonstone&amp;diff=125992"/>
		<updated>2010-08-19T16:54:10Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Moonstone''' is a type of gem at normal gem value.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Moonstone&amp;quot; is the name of the 10th month of the Dwarven {{L|calendar}}, covering early Winter.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Galena&amp;diff=125991</id>
		<title>v0.31:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Galena&amp;diff=125991"/>
		<updated>2010-08-19T16:51:32Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Galena''' is an {{L|ore}} of both {{L|lead}} and {{L|silver}}.  It is found as {{L|vein}}s in a variety of locations.&lt;br /&gt;
&lt;br /&gt;
When galena ore is {{L|smelter|smelted}}, it will always produce one lead {{L|bar}}.  There is also a 50% chance of a silver bar being produced.&lt;br /&gt;
&lt;br /&gt;
Galena is also {{L|magma-safe}}, but just barely. If you intend to use it make sure there's absolutely nothing else around that could generate heat, or it will melt. Since galena is an ore however you'll probably want to use something else for magma management.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Galena&amp;quot; is the name of the 6th month of the Dwarven {{L|calendar}}, covering late Summer.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Malachite&amp;diff=125990</id>
		<title>v0.31:Malachite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Malachite&amp;diff=125990"/>
		<updated>2010-08-19T16:49:04Z</updated>

		<summary type="html">&lt;p&gt;Hikus: /* In-Game Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional|22:48, 8 June 2010 (UTC)}}&lt;br /&gt;
==In-Game Information==&lt;br /&gt;
'''Malachite''' is one of several ores of {{l|copper}}. It is found as veins, and is rare compared to other copper ores.&lt;br /&gt;
&lt;br /&gt;
Other copper ores include {{l|native copper}} and {{l|tetrahedrite}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malachite&amp;quot; is the name of the 5th month of the Dwarven {{L|calendar}}, covering mid Summer.&lt;br /&gt;
&lt;br /&gt;
==Real-Life Information==&lt;br /&gt;
Malachite is a hydrated copper carbonate (Cu&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;(CO&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;)(OH)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) that forms as a result of the weathering of preexisting copper deposits. Malachite is known to form alongside both [[Chrysocolla]], and Azurite (which is not present in Dwarf Fortress) which it commonly pseudomorphs from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:9135 - Milano - Museo storia naturale - Malachite - Foto Giovanni Dall'Orto 22-Apr-2007.jpg|Malachite&lt;br /&gt;
File:Malachit getupft.jpg|Smooth malachite&lt;br /&gt;
File:Ermitáž (32).jpg|Malachite vase&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Granite&amp;diff=125989</id>
		<title>v0.31:Granite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Granite&amp;diff=125989"/>
		<updated>2010-08-19T16:46:21Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Granite''' is an {{L|igneous intrusive}} {{L|stone}} that can contain a large variety of {{L|gem|gems}} and {{L|ore|ores}}, as well as many kinds of {{L|stone}} {{L|cluster|clusters}}. Granite can form {{L|layer|layers}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Granite&amp;quot; is the name of the first month of the Dwarven {{L|calendar}}, covering early Spring.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Mana_eater&amp;diff=125929</id>
		<title>User talk:Mana eater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Mana_eater&amp;diff=125929"/>
		<updated>2010-08-18T17:01:43Z</updated>

		<summary type="html">&lt;p&gt;Hikus: /* Welcome Reply */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First timer to editing a wiki. Not sure how to begin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Well then, let me be the first to greet ya!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Welcome Reply ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the welcome! I'm a little confused about your sig - linking a user page which is not the signature you used. I also don't know whether to reply here, or on your user page. Maybe I'll do both! --[[User:Hikus|Hikus]] 17:01, 18 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Hikus&amp;diff=125928</id>
		<title>User talk:Hikus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Hikus&amp;diff=125928"/>
		<updated>2010-08-18T17:00:50Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New User ==&lt;br /&gt;
Good edit on the Slate page! Many pages on the wiki are still incomplete and need additions from users just like you, so feel free to keep adding information.&lt;br /&gt;
&lt;br /&gt;
I'd like to know how your first fortresses are coming along. Could you write a paragraph or two on your user page about your progress? --[[User:Mana eater|Anachron]] 14:15, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the welcome! I'm a little confused about your sig - linking a user page which is not the signature you used. I also don't know whether to reply here, or on your user page. Maybe I'll do both! --[[User:Hikus|Hikus]] 17:00, 18 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hikus&amp;diff=125926</id>
		<title>User:Hikus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hikus&amp;diff=125926"/>
		<updated>2010-08-18T16:55:02Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am nublet. Savage my inadequacies. Leave only greatness behind. --[[User:Hikus|Hikus]] 14:07, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Fortresses=&lt;br /&gt;
At the suggestion of [[User:Mana_eater|Anachron]], here I will chronicle some of my fortresses.&lt;br /&gt;
&lt;br /&gt;
==Safecaverns the Tests of Domesciles{{version|0.31.12}}==&lt;br /&gt;
In this age of goblins and hostile lizard-men, there are few places a dwarf can really be safe. Don't you and your family deserve security and peace of mind? Well, search no more! The UnderVault will provide all of the comforts of home, far removed from dangerous creatures and the hot, blinding, blazing sun. All we ask in return is the occasional questionaire about your health and well being - because at UnderVault, your happiness is the subject of our utmost concern!&lt;br /&gt;
 &lt;br /&gt;
Embark with 7 dwarves. These dwarves will be the caretakers of the Vault, providing food and shelter for the various migrant groups. Some migrants will be used to augment the staff as necessary. Most migrants will be housed in underground facilities, and various social experiments will be performed. What does a male dwarf think about being locked in a room with 20 female dwarves? What does a female dwarf think about being locked in a room with 20 male dwarves? If a butcher is placed in a room into which animals are dropped, and an exit hole is available on the other side, how much food can he produce in a year? Only Science can tell!&lt;br /&gt;
&lt;br /&gt;
This is a succession game which is still in-progress.&lt;br /&gt;
&lt;br /&gt;
==Testworks{{version|0.28.181.40d}}==&lt;br /&gt;
After several years of intermittent play, I decided that I would add an objective to my DF experience - Other than survival. For this fortress, I decided my victory condition would be 20 elves listed in the Units screen as Deceased.&lt;br /&gt;
&lt;br /&gt;
I embarked on the Joyous Wilds, and saw my first Unicorns. I built a hole in the ground, and surrounded it with a spiral wall of wood. A trade depot was placed in the inner ring of the spiral, and surrounded with drawbridges. Here would I satisfy the conditions for victory. When a caravan of Elven traders appeared, they were allowed admittance, but denied departure. They (and their camels) were driven to murderous rage. When their moods were melancholy, as opposed to murderous, captured Goblin therapists were dispatched to let the Elves &amp;quot;talk things out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Every tree on the map was marked for clear-cutting. A giant wood stockpile was designated in the path of the Elven traders on their way to the depot. Liaisons who suggested I slow the pace of woodland slaughter were flippantly turned away, and used as target practice for my ballistae. My largest ironworks and smelter operations to date were built here, all powered by charcoal. They outfitted the most successful military I'd employed, which repelled several sieges of 50+ invaders. Relatively light trap density in the spiral entrance was able to trap or kill any invaders who made it past the hail of crossbow bolts fired by second-story marksdwarves behind fortifications.&lt;br /&gt;
&lt;br /&gt;
In the end, I got my 20 elves. By this time, I was chomping at the bit for 0.31.12 which had been out quite some time. I finished my objectives in 0.28.181.40d, and felt I had 'earned' the upgrade.&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hikus&amp;diff=125925</id>
		<title>User:Hikus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hikus&amp;diff=125925"/>
		<updated>2010-08-18T16:53:04Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am nublet. Savage my inadequacies. Leave only greatness behind. --[[User:Hikus|Hikus]] 14:07, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Fortresses=&lt;br /&gt;
At the suggestion of [[User:Anachron|Anachron]], here I will chronicle some of my fortresses.&lt;br /&gt;
&lt;br /&gt;
==Safecaverns the Tests of Domesciles{{version|0.31.12}}==&lt;br /&gt;
In this age of goblins and hostile lizard-men, there are few places a dwarf can really be safe. Don't you and your family deserve security and peace of mind? Well, search no more! The UnderVault will provide all of the comforts of home, far removed from dangerous creatures and the hot, blinding, blazing sun. All we ask in return is the occasional questionaire about your health and well being - because at UnderVault, your happiness is the subject of our utmost concern!&lt;br /&gt;
 &lt;br /&gt;
Embark with 7 dwarves. These dwarves will be the caretakers of the Vault, providing food and shelter for the various migrant groups. Some migrants will be used to augment the staff as necessary. Most migrants will be housed in underground facilities, and various social experiments will be performed. What does a male dwarf think about being locked in a room with 20 female dwarves? What does a female dwarf think about being locked in a room with 20 male dwarves? If a butcher is placed in a room into which animals are dropped, and an exit hole is available on the other side, how much food can he produce in a year? Only Science can tell!&lt;br /&gt;
&lt;br /&gt;
This is a succession game which is still in-progress.&lt;br /&gt;
&lt;br /&gt;
==Testworks{{version|0.28.181.40d}}==&lt;br /&gt;
After several years of intermittent play, I decided that I would add an objective to my DF experience - Other than survival. For this fortress, I decided my victory condition would be 20 elves listed in the Units screen as Deceased.&lt;br /&gt;
&lt;br /&gt;
I embarked on the Joyous Wilds, and saw my first Unicorns. I built a hole in the ground, and surrounded it with a spiral wall of wood. A trade depot was placed in the inner ring of the spiral, and surrounded with drawbridges. Here would I satisfy the conditions for victory. When a caravan of Elven traders appeared, they were allowed admittance, but denied departure. They (and their camels) were driven to murderous rage. When their moods were melancholy, as opposed to murderous, captured Goblin therapists were dispatched to let the Elves &amp;quot;talk things out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Every tree on the map was marked for clear-cutting. A giant wood stockpile was designated in the path of the Elven traders on their way to the depot. Liaisons who suggested I slow the pace of woodland slaughter were flippantly turned away, and used as target practice for my ballistae. My largest ironworks and smelter operations to date were built here, all powered by charcoal. They outfitted the most successful military I'd employed, which repelled several sieges of 50+ invaders. Relatively light trap density in the spiral entrance was able to trap or kill any invaders who made it past the hail of crossbow bolts fired by second-story marksdwarves behind fortifications.&lt;br /&gt;
&lt;br /&gt;
In the end, I got my 20 elves. By this time, I was chomping at the bit for 0.31.12 which had been out quite some time. I finished my objectives in 0.28.181.40d, and felt I had 'earned' the upgrade.&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Hikus&amp;diff=125917</id>
		<title>User:Hikus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Hikus&amp;diff=125917"/>
		<updated>2010-08-18T14:07:24Z</updated>

		<summary type="html">&lt;p&gt;Hikus: Created page with 'I am nublet. Savage my inadequacies. Leave only greatness behind. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am nublet. Savage my inadequacies. Leave only greatness behind. --[[User:Hikus|Hikus]] 14:07, 18 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slate&amp;diff=125914</id>
		<title>v0.31 Talk:Slate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slate&amp;diff=125914"/>
		<updated>2010-08-18T13:33:00Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I noticed that the '''Slate''' page didn't mention it was also the name of a month, so I added this (after confirming via the Calendar page and in game) - So I added it. It's my first Wiki edit, let me know if I failed to follow any procedures or conventions.&lt;br /&gt;
--[[User:Hikus|Hikus]] 13:33, 18 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slate&amp;diff=125913</id>
		<title>v0.31 Talk:Slate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slate&amp;diff=125913"/>
		<updated>2010-08-18T13:29:27Z</updated>

		<summary type="html">&lt;p&gt;Hikus: Created page with 'I noticed that the '''Slate''' page didn't mention it was also the name of a month, so I added this (after confirming via the Calendar page and in game) - So I added it. It's my …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I noticed that the '''Slate''' page didn't mention it was also the name of a month, so I added this (after confirming via the Calendar page and in game) - So I added it. It's my first Wiki edit, let me know if I failed to follow any procedures or conventions. ~Hikus&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Slate&amp;diff=125911</id>
		<title>v0.31:Slate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Slate&amp;diff=125911"/>
		<updated>2010-08-18T13:21:54Z</updated>

		<summary type="html">&lt;p&gt;Hikus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{layerlookup/0}}{{av}}{{Quality|Exceptional|21:40, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Slate''' is an unremarkable {{L|metamorphic}} {{L|stone}}.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slate&amp;quot; is the name of the second month of the Dwarven {{L|calendar}}, covering mid Spring.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Hikus</name></author>
	</entry>
</feed>