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		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=299208</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=299208"/>
		<updated>2024-04-22T14:17:37Z</updated>

		<summary type="html">&lt;p&gt;Omnomdarkweave: siege options are not in difficulty settings, not d_init&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:df_goblin_siege.png|thumb|220px|right|Brutal battle during a small siege.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu}}&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium version, it looks like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:siege_icon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at a besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[difficulty]] settings.&lt;br /&gt;
*You can turn off sieges and [[megabeast]]s altogether by changing &amp;quot;civilizations can attack&amp;quot; and &amp;quot;megabeasts can attack&amp;quot; to to no in the difficulty settings.&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s, that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]]. Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride rather mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. Be aware that human siegers know of all [[trap]]s that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Omnomdarkweave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=295924</id>
		<title>Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=295924"/>
		<updated>2023-11-10T11:58:46Z</updated>

		<summary type="html">&lt;p&gt;Omnomdarkweave: Undo revision 295923 by Omnomdarkweave (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Akershus fortress, drawing.jpg|thumb|300px|right|Akershus fortress drawing, 1899.]]&lt;br /&gt;
:''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in '''fortresses'''; [[underground]] [[site|complexes]] with all the required buildings for dwarven living. In [[dwarf fortress mode]], the player's expedition team embarks in order to construct and operate a fortress. See the [[quickstart guide]] for a guide on how to establish and maintain your very first fortress. &lt;br /&gt;
&lt;br /&gt;
== Procedurally-generated ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[civilization]]s build their fortresses on the edges of [[Mountain|mountain ranges]], and they will act as the seat of power of a dwarven civilization's leaders. They occupy only 3×3 local tiles, while [[hillock]]s and [[mountain halls|halls]] claim much more territory.&lt;br /&gt;
&lt;br /&gt;
Your adventurer can visit dwarven fortresses {{Raw Tile|Ω|7:0:1}} in [[Adventurer mode|adventure mode]]. &lt;br /&gt;
&lt;br /&gt;
They consist of a large rectangular structure made out of stone or metal blocks, with a three-tile-wide entrance on one side. Inside, (it is a roofed structure) there will be a [[trade depot]], possibly with traders from other civilizations hanging out around it, and also a two-story [[tavern]], with the rooms for rent on the second floor. In the center of the rectangle will be a large hole, with [[ramp]]s spiraling downwards on the edges. The rampwell is very deep, but following it will eventually lead you past multiple levels filled with rooms and passageways, similar to a [[dungeon]] but less expansive. Some bigger rooms will be filled with [[metalsmith's forge]]s, and some smaller ones with random clothing.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
[[File:Fortress_map_43.png|thumb|300px|A map of a typical procedurally generated fortress, exported from legends mode. The division between a central area(&amp;lt;span style=&amp;quot;color:rgb(100,100,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and a surrounding periphery, consisting of &amp;quot;stacks&amp;quot; of living(&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and industrial(&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) areas, is clear.]]&lt;br /&gt;
Many players find procedurally-generated fortresses hard to navigate, due to their labyrinthine layout. Finding one's way around a fortress gets much easier, once one learns how they are planned.&lt;br /&gt;
&lt;br /&gt;
To begin with, all fortresses are laid out on a 3×3 coordinate grid, where each area occupies exactly one of the nine tiles. The large structure at the ground level can be used as a measure for how big each singular tile is. In the described grid, there is always a main area, placed in the central tile of the grid. The central area stretches from ground level down to the magma sea, and consists of several large halls and corridors, concentrated into several clusters, each on a different depth and used for a different function. Generally, one of the hall clusters will be used for [[stockpile|storage]] and one as meeting areas, while the one near the magma sea will usually contain [[magma forge|magma powered forges]]. The large structure at the ground level also counts as part of this central area, and will always contain a downward ramp way and a [[trade depot]]. Depending on the history of the site, the surface area might also contain a [[tavern]] and a [[library]]. Underground, the central area will branch off into living areas containing [[bedroom]]s, and industrial areas, which may contain [[forge]]s, [[mason's workshop]]s, [[carpenter's workshop]]s, or [[tanner's shop]]s. Halls with statues are common there.&lt;br /&gt;
&lt;br /&gt;
[[File:Df_43_05_generatedfortress.PNG|thumb|center|400px|Inside the generated fortress in v43.05, on the industrial level (mason's workshops, forges and carpentry workshops are seen), with sculpture garden. Bedrooms with passages are on higher level.]]&lt;br /&gt;
&lt;br /&gt;
A typical bedroom in a generated fortress has 4 squares, two of them are occupied with bed and cabinet (with decent leather armor and different clothing) and linked by a 1-tile wide corridor. These areas always occupy the eight peripheral tiles surrounding the central tile in the coordinate grid. Living and industrial areas are often stacked upon one another, and linked with staircases. Additionally, living and industrial areas are always separated into different floors, meaning that peripheral map tiles on a given floor will all be either living areas or industrial dittos, while the floor below will be the opposite. Sometimes, the area may be generated without stairs to the ground level. You may exit the area by using Fast Travel (T). If an underground tunnel is connected to the fortress, it will also be accessible from the central area.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress mode ==&lt;br /&gt;
=== Nomenclature ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are [[Fortress name|named in a specific manner]], usually assigned at random, but can be set at [[embark]] time. The fortress also gains a title according to its population and economy, which is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. In addition, the fort may be the home of monarchs of the surrounding land and gain an additional noble title.&lt;br /&gt;
&lt;br /&gt;
[[Immigration]] is the main driver of population growth. Each fortress title requires a certain level of population, created wealth and exported wealth. These can be configured in the [[Settings#Fortress_rank|Settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
Some fortress titles are required for various game mechanics, e.g. the appointment of landholders is ''not'' linked to your fortress rank; however, your fortress must attain a rank of '''Metropolis''' before you will be eligible to summon your [[monarch]].&lt;br /&gt;
&lt;br /&gt;
{{Outdatedsection}}&lt;br /&gt;
'''In 50.10 I have a Metropolis with 189100 Created Wealth. No need to be 300000...'''&lt;br /&gt;
&lt;br /&gt;
'''You need to meet the population plus either the created wealth or the exported wealth trigger. These depend on the economy trigger difficulty settings.'''&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5000&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25000&lt;br /&gt;
| 2500&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100000&lt;br /&gt;
| 10000&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200000&lt;br /&gt;
| 20000&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300000&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' | Noble Title &lt;br /&gt;
! Description &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px;' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf;' | Barony capital&lt;br /&gt;
| &lt;br /&gt;
* Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | County capital&lt;br /&gt;
|&lt;br /&gt;
* Home of the [[Count|Count/Countess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf;' | Duchy capital&lt;br /&gt;
| &lt;br /&gt;
* Home of the [[Duke|Duke/Duchess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | Capital&lt;br /&gt;
|&lt;br /&gt;
* Home of the [[Monarch|King/Queen]]&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | Mountainhome&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch#Becoming_a_Mountainhome|Special]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = geshud&lt;br /&gt;
| elvish  = abeco&lt;br /&gt;
| goblin  = snusp&lt;br /&gt;
| human   = thrathdad&lt;br /&gt;
}}&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Omnomdarkweave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=295923</id>
		<title>Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=295923"/>
		<updated>2023-11-10T11:58:07Z</updated>

		<summary type="html">&lt;p&gt;Omnomdarkweave: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Akershus fortress, drawing.jpg|thumb|300px|right|Akershus fortress drawing, 1899.]]&lt;br /&gt;
:''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in '''fortresses'''; [[underground]] [[site|complexes]] with all the required buildings for dwarven living. In [[dwarf fortress mode]], the player's expedition team embarks in order to construct and operate a fortress. See the [[quickstart guide]] for a guide on how to establish and maintain your very first fortress. &lt;br /&gt;
&lt;br /&gt;
== Procedurally-generated ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[civilization]]s build their fortresses on the edges of [[Mountain|mountain ranges]], and they will act as the seat of power of a dwarven civilization's leaders. They occupy only 3×3 local tiles, while [[hillock]]s and [[mountain halls|halls]] claim much more territory.&lt;br /&gt;
&lt;br /&gt;
Your adventurer can visit dwarven fortresses {{Raw Tile|Ω|7:0:1}} in [[Adventurer mode|adventure mode]]. &lt;br /&gt;
&lt;br /&gt;
They consist of a large rectangular structure made out of stone or metal blocks, with a three-tile-wide entrance on one side. Inside, (it is a roofed structure) there will be a [[trade depot]], possibly with traders from other civilizations hanging out around it, and also a two-story [[tavern]], with the rooms for rent on the second floor. In the center of the rectangle will be a large hole, with [[ramp]]s spiraling downwards on the edges. The rampwell is very deep, but following it will eventually lead you past multiple levels filled with rooms and passageways, similar to a [[dungeon]] but less expansive. Some bigger rooms will be filled with [[metalsmith's forge]]s, and some smaller ones with random clothing.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
[[File:Fortress_map_43.png|thumb|300px|A map of a typical procedurally generated fortress, exported from legends mode. The division between a central area(&amp;lt;span style=&amp;quot;color:rgb(100,100,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and a surrounding periphery, consisting of &amp;quot;stacks&amp;quot; of living(&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and industrial(&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) areas, is clear.]]&lt;br /&gt;
Many players find procedurally-generated fortresses hard to navigate, due to their labyrinthine layout. Finding one's way around a fortress gets much easier, once one learns how they are planned.&lt;br /&gt;
&lt;br /&gt;
To begin with, all fortresses are laid out on a 3×3 coordinate grid, where each area occupies exactly one of the nine tiles. The large structure at the ground level can be used as a measure for how big each singular tile is. In the described grid, there is always a main area, placed in the central tile of the grid. The central area stretches from ground level down to the magma sea, and consists of several large halls and corridors, concentrated into several clusters, each on a different depth and used for a different function. Generally, one of the hall clusters will be used for [[stockpile|storage]] and one as meeting areas, while the one near the magma sea will usually contain [[magma forge|magma powered forges]]. The large structure at the ground level also counts as part of this central area, and will always contain a downward ramp way and a [[trade depot]]. Depending on the history of the site, the surface area might also contain a [[tavern]] and a [[library]]. Underground, the central area will branch off into living areas containing [[bedroom]]s, and industrial areas, which may contain [[forge]]s, [[mason's workshop]]s, [[carpenter's workshop]]s, or [[tanner's shop]]s. Halls with statues are common there.&lt;br /&gt;
&lt;br /&gt;
[[File:Df_43_05_generatedfortress.PNG|thumb|center|400px|Inside the generated fortress in v43.05, on the industrial level (mason's workshops, forges and carpentry workshops are seen), with sculpture garden. Bedrooms with passages are on higher level.]]&lt;br /&gt;
&lt;br /&gt;
A typical bedroom in a generated fortress has 4 squares, two of them are occupied with bed and cabinet (with decent leather armor and different clothing) and linked by a 1-tile wide corridor. These areas always occupy the eight peripheral tiles surrounding the central tile in the coordinate grid. Living and industrial areas are often stacked upon one another, and linked with staircases. Additionally, living and industrial areas are always separated into different floors, meaning that peripheral map tiles on a given floor will all be either living areas or industrial dittos, while the floor below will be the opposite. Sometimes, the area may be generated without stairs to the ground level. You may exit the area by using Fast Travel (T). If an underground tunnel is connected to the fortress, it will also be accessible from the central area.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress mode ==&lt;br /&gt;
=== Nomenclature ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are [[Fortress name|named in a specific manner]], usually assigned at random, but can be set at [[embark]] time. The fortress also gains a title according to its population and economy, which is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. In addition, the fort may be the home of monarchs of the surrounding land and gain an additional noble title.&lt;br /&gt;
&lt;br /&gt;
[[Immigration]] is the main driver of population growth. Each fortress title requires a certain level of population, created wealth and exported wealth. These can be configured in the [[Settings#Fortress_rank|Settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
Some fortress titles are required for various game mechanics, e.g. the appointment of landholders is ''not'' linked to your fortress rank; however, your fortress must attain a rank of '''Metropolis''' before you will be eligible to summon your [[monarch]].&lt;br /&gt;
&lt;br /&gt;
'''You need to meet the population plus either the created wealth or the exported wealth trigger. These depend on the economy trigger difficulty settings, with the below values being for normal difficulty.'''&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5000&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25000&lt;br /&gt;
| 2500&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100000&lt;br /&gt;
| 10000&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200000&lt;br /&gt;
| 20000&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300000&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' | Noble Title &lt;br /&gt;
! Description &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px;' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf;' | Barony capital&lt;br /&gt;
| &lt;br /&gt;
* Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | County capital&lt;br /&gt;
|&lt;br /&gt;
* Home of the [[Count|Count/Countess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf;' | Duchy capital&lt;br /&gt;
| &lt;br /&gt;
* Home of the [[Duke|Duke/Duchess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | Capital&lt;br /&gt;
|&lt;br /&gt;
* Home of the [[Monarch|King/Queen]]&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000;| {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef;' | Mountainhome&lt;br /&gt;
|&lt;br /&gt;
* [[Monarch#Becoming_a_Mountainhome|Special]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = geshud&lt;br /&gt;
| elvish  = abeco&lt;br /&gt;
| goblin  = snusp&lt;br /&gt;
| human   = thrathdad&lt;br /&gt;
}}&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Omnomdarkweave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=295919</id>
		<title>Difficulty</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Difficulty&amp;diff=295919"/>
		<updated>2023-11-10T11:41:24Z</updated>

		<summary type="html">&lt;p&gt;Omnomdarkweave: Updated information on economy triggers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unknown}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
While previous versions of ''Dwarf Fortress'' allowed you to toggle [[Invader|invaders]] on or off, v50 added more granular difficulty settings to fine-tune one's experience. Difficulty settings will affect whether your fortress can be attacked by outside forces, how frequent said attacks are, how big invading armies are, and [[noble]] neediness. You can modify these settings before and after embarking at any time.&lt;br /&gt;
&lt;br /&gt;
== Default settings ==&lt;br /&gt;
'''Enemies''' has 3 options:&lt;br /&gt;
* '''Off''' will disable [[Ambush|ambushes]], [[Siege|sieges]], [[Megabeast|uninvited]] [[Forgotten beast|guests]], [[Werebeast|werebeasts]], and agitated wildlife attacks. It will not disable [[intrigue]], [[HFS]], or misbehaving dwarves, so it is still recommended to train a military.&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' experience.&lt;br /&gt;
* '''Hard''' ensures a never-ending stream of [[Fun]], causing invaders to show up earlier, more often, and with more bodies to throw at the gates.&lt;br /&gt;
'''Economy''' has 2 options:&lt;br /&gt;
* '''Normal''' is the standard ''Dwarf Fortress'' economy.&lt;br /&gt;
* '''Hard''' requires you to produce more wealth in order to receive higher-ranking nobles, requires [[Temple|temples]] and [[Guildhall|guildhalls]] to be more valuable before satisfying petitions, and causes [[Noble|nobles]] to make more [[Mandate|mandates]] and [[Demand|demands]].&lt;br /&gt;
&lt;br /&gt;
== Custom settings ==&lt;br /&gt;
If you wish, you can also fine-tune individual settings - maybe you only want megabeasts to assault your fortress, and would prefer the elves to leave well enough alone. The following options are available for enemy settings:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Off, Normal, Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Civilizations can attack || Yes/No || Controls whether [[Ambush|ambushes]] and [[Siege|sieges]] can occur. || No, Yes, Yes&lt;br /&gt;
|-&lt;br /&gt;
| Megabeasts can attack || Yes/No || Controls whether [[Megabeast|megabeasts]] and [[Forgotten beast|forgotten beasts]] can attack. || No, Yes, Yes&lt;br /&gt;
|-&lt;br /&gt;
| Werebeasts can attack || Yes/No || Controls whether [[Werebeast|werebeasts]] can attack. || No, Yes, Yes&lt;br /&gt;
|-&lt;br /&gt;
| Curious wilderness creatures can come to cause trouble || Yes/No || Controls whether agitated animals can assault your fortress, and whether animals will spawn with the intent to steal items. || No, Yes, Yes&lt;br /&gt;
|-&lt;br /&gt;
| Enemy population triggers || 1 to 300 || Likely affects when invasions attacks occur, and how difficult they are. Met when you have this many citizens.{{verify}} || 0/0/0/0/0, 20/50/80/110/140, 15/30/40/55/70&lt;br /&gt;
|-&lt;br /&gt;
| Enemy production triggers || 0 to 100,000,000 || Likely affects when invasions occur, and how difficult they are. Met when you've created this much wealth.{{verify}} || 0/0/0/0/0, 5000/25000/100000/200000/300000, 2500/12500/50000/100000/150000&lt;br /&gt;
|-&lt;br /&gt;
| Enemy trade triggers || 0 to 100,000,000 || Likely affects when invasions occur, and how difficult they are. Met when you've exported this much wealth.{{verify}} || 0/0/0/0/0, 500/2500/10000/20000/30000, 250/1250/5000/10000/15000&lt;br /&gt;
|-&lt;br /&gt;
| Megabeast attack period (seasons) || 0 to 100 || How many seasons must pass before a megabeast may attack your fortress.{{verify}} || 10, 10, 8&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast sensitivity || 1 to 100,000 || Unknown; a smaller value will cause forgotten beasts to attack sooner. || 10000, 10000, 10000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast irritation minimum || 1 to 100,000 || Unknown; a smaller value will cause forgotten beasts to attack sooner. || 5000, 5000, 2000&lt;br /&gt;
|-&lt;br /&gt;
| Forgotten beast wealth divisor || 1 to 100,000 || Likely increases the amount of wealth you need to create before a forgotten beast attacks.{{verify}} || 40, 40, 40&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness sensitivity || 1 to 100,000 || Performing nature-disrupting actions such as cutting down trees will agitate wildlife and may cause them to attack. A smaller value will increase the amount wildlife is agitated by. || 10000, 10000, 10000&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation minimum || 1 to 100,000 || Likely affects the maximum rate at which agitated wildlife will attack.{{verify}} || 2000, 2000, 0&lt;br /&gt;
|-&lt;br /&gt;
| Wilderness irritation decay || 0 to 100,000 || Causes wildlife to be less irritated after every season{{verify}}. A higher value will make them less irritated faster. || 2000, 2000, 0&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast attack period (seasons) || 0 to 100 || How many seasons must pass before a werebeast may attack your fortress.{{verify}} || 10, 10, 8&lt;br /&gt;
|-&lt;br /&gt;
| Vampire migrant fraction || 1 to 1,000 || Affects what percentage of new migrants will be [[Vampire|vampires]]. A value of 0 will disable vampiric migrants. (Only on '''Off''' difficulty) || 0, 100, 75&lt;br /&gt;
|-&lt;br /&gt;
| Invasion caps (regulars) || 0 to 500 || The maximum amount of humanoid enemies that can be thrown at you when a civilization sieges you.{{verify}} || 0/0/0, 10/40/120, 20/60/120&lt;br /&gt;
|-&lt;br /&gt;
| Invasion caps (monsters) || 0 to 500) || The maximum amount of mounts and other tamed creatures that can be thrown at you when a civilization sieges you.{{verify}} || 0/0/0, 0/5/40, 1/10/40&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids before first siege (per civ) || 0 to 500 || Affects how many [[Ambush|ambushes]] must be performed before a civilization can try a proper siege for the first time. || 0, 2, 2&lt;br /&gt;
|-&lt;br /&gt;
| Minimum raids between sieges (per civ) || 0 to 500 || Affects how many ambushes must be performed before a civilization can try a proper siege from the second time onwards. || 0, 3, 1&lt;br /&gt;
|-&lt;br /&gt;
| Siege frequency (percentage, otherwise raid) || 0 to 100 || Percentage chance to receive a siege instead of an ambush. || 0, 25, 50&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller scale (increase per attack) || 0 to 100 || Unknown. Likely affects how rapidly the amount of enemies cavern dwellers will send increases.{{verify}} || 0, 10, 20&lt;br /&gt;
|-&lt;br /&gt;
| Cavern dweller maximum attackers || 0 to 500 || The maximum amount of enemies that can be thrown at you when cavern dwellers attack. || 0, 50, 75&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count || 1 to 1000 || Affects the default amount of trees [[Elf|elven]] diplomats will request you limit your felling to. Your negotiator will still try and increase the tree limit. || 25, 25, 10&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy tree-fell count (untamed wilds) || 1 to 1000 || Affects the default amount of trees elven diplomats will request you limit your felling to if you've settled in a [[savage]] area instead. Your negotiator will still try and increase the tree limit. || 5, 5, 1&lt;br /&gt;
|}&lt;br /&gt;
The following options are available for economy settings:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Possible values !! Description !! Default values (Normal, Hard)&lt;br /&gt;
|-&lt;br /&gt;
| Economy population triggers || 1 to 300 || Affects how many citizens you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 20/50/80/110/140, 20/50/80/110/140&lt;br /&gt;
|-&lt;br /&gt;
| Economy production triggers || 1 to 100,000,000 || Affects how much created wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 5000/25000/100000/200000/300000, 25000/125000/500000/1000000/1500000&lt;br /&gt;
|-&lt;br /&gt;
| Economy trade triggers || 1 to 100,000,000 || Affects how much exported wealth you need to increase the rank of your fortress. Must meet population and one of production or trade. Triggers 1 through 5 correspond to Hamlet, Village, Town, City, and Metropolis. || 500/2500/10000/20000/30000, 2500/12500/50000/100000/150000&lt;br /&gt;
|-&lt;br /&gt;
| Land holder population triggers || 1 to 300 || Likely affects how [[Baron|barons]] and upwards are achieved.{{verify}} Values 4 through 10 are not used in the base game. || 20/20/20, 20/20/20&lt;br /&gt;
|-&lt;br /&gt;
| Land holder production triggers || 1 to 100,000,000 || Likely affects how barons and upwards are achieved.{{verify}} Values 4 through 10 are not used in the base game. || 10000/200000/300000, 500000/1000000/1500000&lt;br /&gt;
|-&lt;br /&gt;
| Land holder trade triggers || 1 to 100,000,000 || Likely affects how barons and upwards are achieved.{{verify}} Values 4 through 10 are not used in the base game. || 10000/20000/30000, 50000/100000/150000&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple || 1 to 100,000,000 || Affects how valuable a designated [[temple]] zone must be before it satisfies a petition to create it. || 2000, 6000&lt;br /&gt;
|-&lt;br /&gt;
| Value of temple complex || 1 to 100,000,000 || Affects how valuable a designated temple zone must be before it satisfies a petition to upgrade it. || 10000, 30000&lt;br /&gt;
|-&lt;br /&gt;
| Priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition for a temple is made. || 10, 10&lt;br /&gt;
|-&lt;br /&gt;
| High priesthood unit count || 1 to 300 || Affects how many members of a religion must be citizens in your fortress before a petition to upgrade an existing temple is made. || 25, 25&lt;br /&gt;
|-&lt;br /&gt;
| Value of guildhall || 1 to 100,000,000 || Affects how valuable a designated [[guildhall]] zone must be before it satisfies a petition to create it. || 2000, 6000&lt;br /&gt;
|-&lt;br /&gt;
| Value of grand guildhall || 1 to 100,000,000 || Affects how valuable a designated guildhall zone must be before it satisfies a petition to upgrade it. || 10000, 30000&lt;br /&gt;
|-&lt;br /&gt;
| Guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition for a guildhall is made. || 10, 10&lt;br /&gt;
|-&lt;br /&gt;
| Grand guild unit count || 1 to 300 || Affects how many members of a profession must be citizens in your fortress before a petition to upgrade an existing guildhall is made. || 25, 25&lt;br /&gt;
|-&lt;br /&gt;
| Mandate period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new mandates. || 1000, 500&lt;br /&gt;
|-&lt;br /&gt;
| Demand period (more = fewer) || 1 to 10,000 || Affects how long nobles must wait before making new demands. || 500, 250&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Omnomdarkweave</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor_token&amp;diff=295794</id>
		<title>Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor_token&amp;diff=295794"/>
		<updated>2023-11-01T23:02:00Z</updated>

		<summary type="html">&lt;p&gt;Omnomdarkweave: updated value token, now defines item value&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The [[token]]s for all types of [[armor]] on all slots, including [[shield]]s. Usage column gives information on what types of '''armor''' the token might be restricted to.&lt;br /&gt;
&lt;br /&gt;
These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| What this item will be called in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJECTIVE}}&lt;br /&gt;
| adjective&lt;br /&gt;
| All garments and shields&lt;br /&gt;
| Appears before the name of the garment's material. E.g. &amp;quot;long cow leather skirt&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_SIZE}}&lt;br /&gt;
| value&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMORLEVEL}}&lt;br /&gt;
|&lt;br /&gt;
0 - clothing&amp;lt;br&amp;gt;&lt;br /&gt;
1 - leather&amp;lt;br&amp;gt;&lt;br /&gt;
2 - chain&amp;lt;br&amp;gt;&lt;br /&gt;
3 - plate&lt;br /&gt;
| All garments and shields&lt;br /&gt;
| The garment's general purpose. Defaults to 1 for shields, 0 for everything else. Class 0 items are claimed and used by civilians as ordinary clothing and are subject to [[wear]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_ARMOR_LEVELS}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Metal versions of this item count as one ARMORLEVEL higher and thus won't be worn by random peasants. This tag will not work unless ARMORLEVEL is explicitly declared: if you leave out ARMORLEVEL, even metal armor will default to level 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAIN_METAL_TEXT}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Metal versions of this item will have &amp;quot;chain&amp;quot; added between the material and item name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREPLURAL}}&lt;br /&gt;
| &amp;lt;phrase&amp;gt; of&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| Changes the plural form of this item to &amp;quot;&amp;lt;phrase of&amp;gt; item&amp;quot;. Primarily pertains to the stock screens. Example, &amp;quot;suits of&amp;quot; platemail, &amp;quot;pairs of&amp;quot; trousers, etc. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_PLACEHOLDER}}&lt;br /&gt;
| adjective&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| If the item has no material associated with it (e.g. stockpile menus and trade negotiations), this will be displayed in its place. Used for leather armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| value&lt;br /&gt;
|&lt;br /&gt;
| Defines the item value of the armor. Defaults to 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPSTEP}}&lt;br /&gt;
| value, MAX&lt;br /&gt;
| ITEM_GLOVES&amp;lt;br /&amp;gt;ITEM_SHOES&amp;lt;br /&amp;gt;ITEM_SHIELD&lt;br /&gt;
| Length of gloves or footwear, counted in [LIMB] body parts towards the torso. A value of 1 lets gloves cover the lower arms, a value of 2 stretches a boot all the way over the upper leg and so on. Regardless of the value, none of these items can ever extend to cover the upper or lower body. Shields also have this token, but it only seems to affect weight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBSTEP}}&lt;br /&gt;
| value, MAX&lt;br /&gt;
| ITEM_ARMOR&lt;br /&gt;
| Length of the sleeves, counted in [LIMB] body parts towards the hands. A value of 0 only protects both halves of the torso, 1 extends over the upper arms and so on. Regardless of the value, body armor can never extend to cover the hands or head.&lt;br /&gt;
&lt;br /&gt;
Currently bugged{{bug|1821}}, high values of UBSTEP will result in the item protecting facial features, fingers, and toes, while leaving those parts that it cannot protect unprotected (but still counting them as steps).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LBSTEP}}&lt;br /&gt;
| value or MAX&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| Length of the legs/hem, counted in [LIMB] body parts towards the feet. A value of 0 only covers the lower body, 1 extends over the upper legs and so on. Regardless of the value, body armor or pants can never extend to cover the feet. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOCKCHANCE}}&lt;br /&gt;
| value&lt;br /&gt;
| ITEM_SHIELD&lt;br /&gt;
| Affects the block chance of the shield. Defaults to 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOFT}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Clothiers can make this item from all kinds of cloth. If paired with [LEATHER], the item has an equal chance of being either in randomly generated outfits. Further uses of this tag are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HARD}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Default state in the absence of a [SOFT] token. Actual effects unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Item can be made from metal. Overrides [SOFT] and [LEATHER] in randomly generated outfits, if the ARMORLEVEL permits. Civilizations with [[Entity_token#WOOD_ARMOR|[WOOD_ARMOR]]] will make this item out of wood instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BARRED}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCALED}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Craftsmen can make this item from shells. Randomly generated outfits don't include shell armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LEATHER}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Leatherworkers can make this item from leather. If paired with [SOFT], this item has an equal chance of being either in randomly generated outfits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHAPED}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Only one shaped piece of clothing can be worn on a single body slot at a time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCTURAL_ELASTICITY_CHAIN_ALL}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, if lower. This makes the garment flex and give way instead of shattering under force. Strong materials that resist cutting will blunt edged attacks into bone-crushing hits instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCTURAL_ELASTICITY_CHAIN_METAL}}&lt;br /&gt;
| &lt;br /&gt;
| All garments&lt;br /&gt;
| Increases the *_STRAIN_AT_YIELD properties of the armor's material to 50000, but only if the garment is made from metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCTURAL_ELASTICITY_WOVEN_THREAD}}&lt;br /&gt;
|&lt;br /&gt;
| All garments&lt;br /&gt;
| Reduces the armor material's SHEAR_YIELD to 20000, SHEAR_FRACTURE to 30000 and increases the *_STRAIN_AT_YIELD properties to 50000, but only if the garment is made from cloth. This makes the item very weak against edged attacks, even if the thread material is normally very strong.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_SIZE}}&lt;br /&gt;
| value&lt;br /&gt;
| All garments&lt;br /&gt;
| The item's bulkiness when worn. Aside from the layer limitations, it's a big contributor to the thickness and weight (and therefore price) of the garment. See [[Armor]] for more on item sizes and layering. Defaults to 10. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_PERMIT}}&lt;br /&gt;
| value&lt;br /&gt;
| All garments&lt;br /&gt;
| The maximum amount of crap that can fit underneath the garment. See [[Armor]] for more on item sizes and layering. Defaults to 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER}}&lt;br /&gt;
| UNDER&amp;lt;br /&amp;gt;OVER&amp;lt;br /&amp;gt;ARMOR&amp;lt;br /&amp;gt;COVER&lt;br /&gt;
| All garments&lt;br /&gt;
| Where the item goes in relation to other clothes. Socks cannot be worn on top of boots! &lt;br /&gt;
The LAYER_PERMIT of the highest layer is used on a given section of the body - you can fit a lot of shirts and other undergarments underneath a robe, but not if you wear a leather jerkin on top of it, and you can still wear a cloak over the whole ensemble. Defaults to UNDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COVERAGE}}&lt;br /&gt;
| % value&lt;br /&gt;
| All garments&lt;br /&gt;
| How often the garment gets in the way of a contaminant or an attack. Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely. Temperature effects and armor thickness are also influenced. Defaults to 100.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Armor token]]&lt;/div&gt;</summary>
		<author><name>Omnomdarkweave</name></author>
	</entry>
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