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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TimE</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TimE"/>
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	<updated>2026-05-26T19:45:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41977</id>
		<title>40d Talk:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41977"/>
		<updated>2008-05-31T07:29:45Z</updated>

		<summary type="html">&lt;p&gt;TimE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I didn't know that you could put apostrophies in the title! --[[User:TimE|TimE]] 01:29, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's &amp;quot;apostrophes,&amp;quot; by the way. --[[User:Savok|Savok]], representing the Spelling Guild at 09:46, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, technically it should be moved, again, to Tim's castle building tutorial. Losing the upper case. --[[User:Juckto|Juckto]] 20:40, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Good point. *ka-move*&lt;br /&gt;
:::--[[User:Savok|Savok]] 22:47, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::ahh, the panda will be pleased... I think my journey to reliance on Word spellcheck is now complete --[[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Try Firefox. It has its own spellchecker, which I do rely upon. --[[User:Savok|Savok]] 00:07, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: Thanks for reminding me - I use Firefox, but hadn't installed the language pack on this install. [[User:TimE|TimE]] 03:29, 31 May 2008 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Really nice tutorial; we've been needing something like this for a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Would be better if it expressed to the young dwarves that there are other ways. For example, you tell us how to build multilevel walls. I, personally, build all of mine in a rather different way, but one that works fine too.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you need to read [[DwarfFortressWiki:Community_Portal#I|Rule I]] sometime - specifically, &amp;quot;Images and screenshots should use the default tilesets for clarity.&amp;quot; The current setup is close, but it's too big for that last image, even on 1024x768. --[[User:Savok|Savok]] 09:46, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I'll add a disclaimer that this is just one way of making walls, although DF is inherently flexible in how it does things so while that somewhat goes without saying, I'll say it anyway. I did use the default graphics tileset - the only modification was that I switched graphics on in the init file. Is this ''not'' the default? [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It is the default 16x16 (or appears to be; we've got at least one pretty poor tileset that looks almost like it), but the 8x12 default is preferred, though the 10x12 default is accepted. Also, don't use creature graphics. They are not default.&lt;br /&gt;
::I don't use the default tileset while playing, either (I use [[List_of_user_character_sets#Savok_2|my own tileset]]), but it isn't that hard to switch .inis for screenies. --[[User:Savok|Savok]] 00:07, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Nice page, interesting style in the Art Of War bit. Could use standard tiles for dwarves and dogs, not the graphics tiles that required init.ini editing.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, and not to make it too much work, some 'in progress' shots could be helpful for newbies, despite that this is marketed as 'intermediate to advanced'.&amp;lt;br&amp;gt;&lt;br /&gt;
Sort of a &amp;quot;Here's how you build this&amp;quot; section.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 10:49, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'll have a play with the Template:RT and put something together. [[User:TimE|TimE]] 23:14, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41975</id>
		<title>40d Talk:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41975"/>
		<updated>2008-05-31T03:14:38Z</updated>

		<summary type="html">&lt;p&gt;TimE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I didn't know that you could put apostrophies in the title! [[User:TimE|TimE]] 01:29, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's &amp;quot;apostrophes,&amp;quot; by the way. --[[User:Savok|Savok]], representing the Spelling Guild at 09:46, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, technically it should be moved, again, to Tim's castle building tutorial. Losing the upper case. --[[User:Juckto|Juckto]] 20:40, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Good point. *ka-move*&lt;br /&gt;
:::--[[User:Savok|Savok]] 22:47, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: ahh, the panda will be pleased... I think my journey to reliance on Word spellcheck is now complete [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Really nice tutorial; we've been needing something like this for a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Would be better if it expressed to the young dwarves that there are other ways. For example, you tell us how to build multilevel walls. I, personally, build all of mine in a rather different way, but one that works fine too.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you need to read [[DwarfFortressWiki:Community_Portal#I|Rule I]] sometime - specifically, &amp;quot;Images and screenshots should use the default tilesets for clarity.&amp;quot; The current setup is close, but it's too big for that last image, even on 1024x768. --[[User:Savok|Savok]] 09:46, 30 May 2008 (EDT)&lt;br /&gt;
: Yeah, I'll add a disclaimer that this is just one way of making walls, although DF is inherently flexible in how it does things so while that somewhat goes without saying, I'll say it anyway. I did use the default graphics tileset - the only modification was that I switched graphics on in the init file. Is this ''not'' the default? [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Nice page, interesting style in the Art Of War bit.  Could use standard tiles for dwarves and dogs, not the graphics tiles that required init.ini editing.&lt;br /&gt;
&lt;br /&gt;
Also, and not to make it too much work, some 'in progress' shots could be helpful for newbies, despite that this is marketed as 'intermediate to advanced'.&lt;br /&gt;
&lt;br /&gt;
Sort of a &amp;quot;Here's how you build this&amp;quot; section.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 10:49, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yeah, I'll have a play with the Template:RT and put something together. [[User:TimE|TimE]] 23:14, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41925</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41925"/>
		<updated>2008-05-31T03:03:00Z</updated>

		<summary type="html">&lt;p&gt;TimE: Added disclaimer regarding the examples only being one of many possibilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples. Please note that these are only examples. So long as you address all the issues, you can make your entrance in any number of different ways.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the groud floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main bridge entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a lever that is inside. This enables dwarves to operate the lever even if they are not allowed to go outside. A raised bridge also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained dogs detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the road outside. Stockpiles are useful during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
The reason that the entrance is outside, rather than the more comfortable subterranian, is so that any civilian dwarves thinking that it would be a good idea to clean a trap, or store an item in a stockpile, get a chance to realise that what they are trying to do is in a forbidden area (ie outside with all the goblins!) before actually meeting up with an untimely death.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include&lt;br /&gt;
&lt;br /&gt;
* The bridge on the left wall is so that this entrance can be retracted if so desired. My previous design included floor grates (one is still there) connected to a levers. These were destroyed by vandalous trolls, so the bridge, being significantly more sturdy, was used to replace them.&lt;br /&gt;
* There is a long windy corridor, external to the rest of the castle, which is full of traps. Weapon traps are most effective at removing goblins and trolls, but will ultimately jam under heavy use. Cage traps are essentially an instant kill for any unwelcome guest. Only one cage is used so that it can capture a large/powerful invader (one fortress of mine had a caged bronze colossus from this method), with the rest being weapon traps to kill numerous weak invaders such as goblins.&lt;br /&gt;
* The cage trap also means that goblin squad leaders (other than the first one) will make it some distance inside before they die and leave their squad running in disarray. Hopefully the marksdwarves on the battlements (see later in this article) will have had plenty of time to dish out the pain before that squad gets a chance to get out of range again.&lt;br /&gt;
* The ramp going to the top of the wall allows the removal of goblin chunks, which are occasionally flung up by the weapon traps.&lt;br /&gt;
* On the inner side of the secondary entrance is a long windy path for invaders that might make it past the traps. This path maximises the time invaders spend walking into the fortress while under fire from the patrolling marksdwarves above.&lt;br /&gt;
* The end of the winding path is blocked by a wall. This protects waiting melee dwarves from any ranged attackers that may have made it past the traps.&lt;br /&gt;
&lt;br /&gt;
You can make the trapped area as long as you like, but having it turn back on itself is the most space efficient way to extend it.&lt;br /&gt;
&lt;br /&gt;
====Moat====&lt;br /&gt;
&lt;br /&gt;
The moat around the castle keeps invaders out away from the base of the walls. If you ever get the chance to check out your fortress in adventure mode, you will notice the vision arcs that extend out around objects such as walls and trees. These vision cones also extend from one z-level to another. This means that a dwarf behind a fortification on the top of a wall will not be able to see anything at the base of the wall they are on. Their vision is blocked as far out as the wall is high, so a wall three levels high can't see anything in the first three tiles from the castle walls at ground level.&lt;br /&gt;
&lt;br /&gt;
====The Stairway up====&lt;br /&gt;
&lt;br /&gt;
At the bottom of the picture, on the left and the right, you will see two upward staircases. The most important thing to note is that these are on the ''inside''. When construction is underway, it is often easier to leave these sections open so that the stone of choice (I like my walls made in a uniform colour) can be stockpiled at the bottom, but if this is not quickly sealed off again, it can leave your marksdwarves vulnerable to melee attack if ambushers can get close enough before the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarves Patrol Route===&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
Three z-levels above the previous image is the patrol route for marksdwarves. This elevated position gives them a massive advantage over incoming enemies, and full sight of the surrounding area. The dwarves patrol in a circular motion, kind of like a radar sweep, so that they should see anything that is coming in, no matter where they come from.&lt;br /&gt;
&lt;br /&gt;
Interesting points to note include:&lt;br /&gt;
&lt;br /&gt;
* There are ammo bins full of metal bolts available near by to minimise dwarves going outside the fortress to pick up ammo&lt;br /&gt;
* The fortifications are not broken up by walls, even though the level above has a floor (to stop patrolling dwarves being nauseated by the sun). The reason for this is that the cone of blocked vision is quite significant (this is particularly noticable in adventure mode), and hampers target acquisition too much over the full distance of engagement.&lt;br /&gt;
* The ground on the left in this case is accessible only from within the fortress. This is the only time that terrain outside the fortiications should be at the same level or higher than the dwarves.&lt;br /&gt;
* No, the new-born baby is not drafted into the military and on patrol. That would just be poor HR management - the new mother is patrolling while breastfeeding...&lt;br /&gt;
&lt;br /&gt;
===Effective Range===&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
This image is one level above the ground level, and shows the effective range of dwarves patrolling at the top of the castle. The piles of goblin clothing shows how far some goblins make it before being shot down. Keep in mind that the actual range of engagement is a little further than this, as most goblins can take a few extra steps after being hit before being taken down. Of course, the better the marksdwarf, the more likely they are to make a kill shot at full range.&lt;br /&gt;
&lt;br /&gt;
You should also notice that the entrance to the fortress is kept fairly clear of trees. This is so that incoming hostiles don't get to hide behind any cover.&lt;br /&gt;
&lt;br /&gt;
This image also shows the method of building multi-level wall building. Each level of wall above the ground has a floor built beside it, and this floor is used to build the wall on that level, which provides a floor on the level above, to build a floor beside and so on. If you want something to do with your excess stone, you can build a 4x4 (or 10x10 if you really like) tower as high as you like this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41974</id>
		<title>40d Talk:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41974"/>
		<updated>2008-05-31T02:59:15Z</updated>

		<summary type="html">&lt;p&gt;TimE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I didn't know that you could put apostrophies in the title! [[User:TimE|TimE]] 01:29, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's &amp;quot;apostrophes,&amp;quot; by the way. --[[User:Savok|Savok]], representing the Spelling Guild at 09:46, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, technically it should be moved, again, to Tim's castle building tutorial. Losing the upper case. --[[User:Juckto|Juckto]] 20:40, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Good point. *ka-move*&lt;br /&gt;
:::--[[User:Savok|Savok]] 22:47, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: ahh, the panda will be pleased... I think my journey to reliance on Word spellcheck is now complete [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Really nice tutorial; we've been needing something like this for a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Would be better if it expressed to the young dwarves that there are other ways. For example, you tell us how to build multilevel walls. I, personally, build all of mine in a rather different way, but one that works fine too.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you need to read [[DwarfFortressWiki:Community_Portal#I|Rule I]] sometime - specifically, &amp;quot;Images and screenshots should use the default tilesets for clarity.&amp;quot; The current setup is close, but it's too big for that last image, even on 1024x768. --[[User:Savok|Savok]] 09:46, 30 May 2008 (EDT)&lt;br /&gt;
: Yeah, I'll add a disclaimer that this is just one way of making walls, although DF is inherently flexible in how it does things so while that somewhat goes without saying, I'll say it anyway. I did use the default graphics tileset - the only modification was that I switched graphics on in the init file. Is this ''not'' the default? [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Nice page, interesting style in the Art Of War bit.  Could use standard tiles for dwarves and dogs, not the graphics tiles that required init.ini editing.&lt;br /&gt;
&lt;br /&gt;
Also, and not to make it too much work, some 'in progress' shots could be helpful for newbies, despite that this is marketed as 'intermediate to advanced'.&lt;br /&gt;
&lt;br /&gt;
Sort of a &amp;quot;Here's how you build this&amp;quot; section.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 10:49, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41973</id>
		<title>40d Talk:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41973"/>
		<updated>2008-05-31T02:58:28Z</updated>

		<summary type="html">&lt;p&gt;TimE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I didn't know that you could put apostrophies in the title! [[User:TimE|TimE]] 01:29, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's &amp;quot;apostrophes,&amp;quot; by the way. --[[User:Savok|Savok]], representing the Spelling Guild at 09:46, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, technically it should be moved, again, to Tim's castle building tutorial. Losing the upper case. --[[User:Juckto|Juckto]] 20:40, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Good point. *ka-move*&lt;br /&gt;
:::--[[User:Savok|Savok]] 22:47, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: ahh, the panda will be pleased... I think my journey to reliance on Word spellcheck is now complete [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Really nice tutorial; we've been needing something like this for a while.&amp;lt;br&amp;gt;&lt;br /&gt;
Would be better if it expressed to the young dwarves that there are other ways. For example, you tell us how to build multilevel walls. I, personally, build all of mine in a rather different way, but one that works fine too.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, you need to read [[DwarfFortressWiki:Community_Portal#I|Rule I]] sometime - specifically, &amp;quot;Images and screenshots should use the default tilesets for clarity.&amp;quot; The current setup is close, but it's too big for that last image, even on 1024x768. --[[User:Savok|Savok]] 09:46, 30 May 2008 (EDT)&lt;br /&gt;
: Yeah, I'll add a disclaimer that this is just one way of making walls, although DF is inherantly flexible in how it does things so while that somewhat goes without saying, I'll say it anyway. I did use the default graphics tileset - the only modification was that I switched graphics on in the init file. Is this ''not'' the default? [[User:TimE|TimE]] 22:58, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Nice page, interesting style in the Art Of War bit.  Could use standard tiles for dwarves and dogs, not the graphics tiles that required init.ini editing.&lt;br /&gt;
&lt;br /&gt;
Also, and not to make it too much work, some 'in progress' shots could be helpful for newbies, despite that this is marketed as 'intermediate to advanced'.&lt;br /&gt;
&lt;br /&gt;
Sort of a &amp;quot;Here's how you build this&amp;quot; section.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 10:49, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41923</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41923"/>
		<updated>2008-05-30T11:42:38Z</updated>

		<summary type="html">&lt;p&gt;TimE: A couple of minor changes/additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the groud floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main bridge entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a lever that is inside. This enables dwarves to operate the lever even if they are not allowed to go outside. A raised bridge also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained dogs detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the road outside. Stockpiles are useful during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
The reason that the entrance is outside, rather than the more comfortable subterranian, is so that any civilian dwarves thinking that it would be a good idea to clean a trap, or store an item in a stockpile, get a chance to realise that what they are trying to do is in a forbidden area (ie outside with all the goblins!) before actually meeting up with an untimely death.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include&lt;br /&gt;
&lt;br /&gt;
* The bridge on the left wall is so that this entrance can be retracted if so desired. My previous design included floor grates (one is still there) connected to a levers. These were destroyed by vandalous trolls, so the bridge, being significantly more sturdy, was used to replace them.&lt;br /&gt;
* There is a long windy corridor, external to the rest of the castle, which is full of traps. Weapon traps are most effective at removing goblins and trolls, but will ultimately jam under heavy use. Cage traps are essentially an instant kill for any unwelcome guest. Only one cage is used so that it can capture a large/powerful invader (one fortress of mine had a caged bronze colossus from this method), with the rest being weapon traps to kill numerous weak invaders such as goblins.&lt;br /&gt;
* The cage trap also means that goblin squad leaders (other than the first one) will make it some distance inside before they die and leave their squad running in disarray. Hopefully the marksdwarves on the battlements (see later in this article) will have had plenty of time to dish out the pain before that squad gets a chance to get out of range again.&lt;br /&gt;
* The ramp going to the top of the wall allows the removal of goblin chunks, which are occasionally flung up by the weapon traps.&lt;br /&gt;
* On the inner side of the secondary entrance is a long windy path for invaders that might make it past the traps. This path maximises the time invaders spend walking into the fortress while under fire from the patrolling marksdwarves above.&lt;br /&gt;
* The end of the winding path is blocked by a wall. This protects waiting melee dwarves from any ranged attackers that may have made it past the traps.&lt;br /&gt;
&lt;br /&gt;
You can make the trapped area as long as you like, but having it turn back on itself is the most space efficient way to extend it.&lt;br /&gt;
&lt;br /&gt;
====Moat====&lt;br /&gt;
&lt;br /&gt;
The moat around the castle keeps invaders out away from the base of the walls. If you ever get the chance to check out your fortress in adventure mode, you will notice the vision arcs that extend out around objects such as walls and trees. These vision cones also extend from one z-level to another. This means that a dwarf behind a fortification on the top of a wall will not be able to see anything at the base of the wall they are on. Their vision is blocked as far out as the wall is high, so a wall three levels high can't see anything in the first three tiles from the castle walls at ground level.&lt;br /&gt;
&lt;br /&gt;
====The Stairway up====&lt;br /&gt;
&lt;br /&gt;
At the bottom of the picture, on the left and the right, you will see two upward staircases. The most important thing to note is that these are on the ''inside''. When construction is underway, it is often easier to leave these sections open so that the stone of choice (I like my walls made in a uniform colour) can be stockpiled at the bottom, but if this is not quickly sealed off again, it can leave your marksdwarves vulnerable to melee attack if ambushers can get close enough before the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarves Patrol Route===&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
Three z-levels above the previous image is the patrol route for marksdwarves. This elevated position gives them a massive advantage over incoming enemies, and full sight of the surrounding area. The dwarves patrol in a circular motion, kind of like a radar sweep, so that they should see anything that is coming in, no matter where they come from.&lt;br /&gt;
&lt;br /&gt;
Interesting points to note include:&lt;br /&gt;
&lt;br /&gt;
* There are ammo bins full of metal bolts available near by to minimise dwarves going outside the fortress to pick up ammo&lt;br /&gt;
* The fortifications are not broken up by walls, even though the level above has a floor (to stop patrolling dwarves being nauseated by the sun). The reason for this is that the cone of blocked vision is quite significant (this is particularly noticable in adventure mode), and hampers target acquisition too much over the full distance of engagement.&lt;br /&gt;
* The ground on the left in this case is accessible only from within the fortress. This is the only time that terrain outside the fortiications should be at the same level or higher than the dwarves.&lt;br /&gt;
* No, the new-born baby is not drafted into the military and on patrol. That would just be poor HR management - the new mother is patrolling while breastfeeding...&lt;br /&gt;
&lt;br /&gt;
===Effective Range===&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
This image is one level above the ground level, and shows the effective range of dwarves patrolling at the top of the castle. The piles of goblin clothing shows how far some goblins make it before being shot down. Keep in mind that the actual range of engagement is a little further than this, as most goblins can take a few extra steps after being hit before being taken down. Of course, the better the marksdwarf, the more likely they are to make a kill shot at full range.&lt;br /&gt;
&lt;br /&gt;
You should also notice that the entrance to the fortress is kept fairly clear of trees. This is so that incoming hostiles don't get to hide behind any cover.&lt;br /&gt;
&lt;br /&gt;
This image also shows the method of building multi-level wall building. Each level of wall above the ground has a floor built beside it, and this floor is used to build the wall on that level, which provides a floor on the level above, to build a floor beside and so on. If you want something to do with your excess stone, you can build a 4x4 (or 10x10 if you really like) tower as high as you like this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41922</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41922"/>
		<updated>2008-05-30T06:52:50Z</updated>

		<summary type="html">&lt;p&gt;TimE: Finished image commentary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the groud floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main bridge entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a lever that is inside. This enables dwarves to operate the level even if they are not allowed to go outside. It also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained dogs detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the road outside. Stockpiles are usefull during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
The reason that the entrance is outside, rather than the more comfortable subterranian, is so that any civilian dwarves thinking that it would be a good idea to clean a trap, or store an item in a stockpile, get a chance to realise that what they are trying to do is in a forbidden area (ie outside with all the goblins!) before actually meeting up with an untimely death.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include&lt;br /&gt;
&lt;br /&gt;
* The bridge on the left wall is so that this entrance can be retracted if so desired. The previous design included floor grates connected to a lever. These were destroyed by vandalous trolls, so the bridge, being significantly more sturdy, was used to replace them.&lt;br /&gt;
* There is a long windy corridor, external to the rest of the castle, which is full of traps. Weapon traps are most effective at removing goblins and trolls, but will ultimately jam under heavy use. Cage traps are essentially an instant kill for any unwelcome guest. Only one cage is used so that it can capture a large/powerful invader (one fortress of mine had a caged bronze colossus from this method), with the rest being weapon traps to kill numerous weak invaders such as goblins.&lt;br /&gt;
* The cage trap also means that goblin squad leaders (other than the first one) will make it some distance inside before they die and leave their squad running in disarray. Hopefully the marksdwarves on the battlements (see later in this article) will have had plenty of time to dish out the pain before that squad gets a chance to get out of range again.&lt;br /&gt;
* The ramp going to the top of the wall allows the removal of goblin chunks, which are occasionally flung up by the weapon traps.&lt;br /&gt;
* On the inner side of the secondary entrance is a long windy path for invaders that might make it past the traps. This path maximises the time invaders spend walking into the fortress while under fire from the patrolling marksdwarves above.&lt;br /&gt;
* The end of the winding path is blocked by a wall. This protects waiting melee dwarves from any ranged attackers that may have made it past the traps.&lt;br /&gt;
&lt;br /&gt;
You can make the trapped area as long as you like, but having it turn back on itself is the most space efficient way to extend it.&lt;br /&gt;
&lt;br /&gt;
====Moat====&lt;br /&gt;
&lt;br /&gt;
The moat around the castle keeps invaders out away from the base of the walls. If you ever get the chance to check out your fortress in adventure mode, you will notice the vision arcs that extend out around objects such as walls and trees. These vision cones also extend from one z-level to another. This means that a dwarf behind a fortification on the top of a wall will not be able to see anything at the base of the wall they are on. Their vision is blocked as far out as the wall is high, so a wall three levels high can't see anything in the first three tiles from the castle walls at ground level.&lt;br /&gt;
&lt;br /&gt;
====The Stairway up====&lt;br /&gt;
&lt;br /&gt;
At the bottom of the picture, on the left and the right, you will see two upward staircases. The most important thing to note is that these are on the ''inside''. When construction is underway, it is often easier to leave these sections open so that the stone of choice (I like my walls made in a uniform colour) can be stockpiled at the bottom, but if this is not quickly sealed off again, it can leave your marksdwarves vulnerable to melee attack if ambushers can get close enough before the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarves Patrol Route===&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
Three z-levels above the previous image is the patrol route for marksdwarves. This elevated position gives them a massive advantage over incoming enemies, and full sight of the surrounding area. The dwarves patrol in a circular motion, kind of like a radar sweep, so that they should see anything that is coming in, no matter where they come from.&lt;br /&gt;
&lt;br /&gt;
Interesting points to note include:&lt;br /&gt;
&lt;br /&gt;
* There are ammo bins full of metal bolts available near by to minimise dwarves going outside the fortress to pick up ammo&lt;br /&gt;
* The fortifications are not broken up by walls, even though the level above has a floor (to stop patrolling dwarves being nauseated by the sun). The reason for this is that the cone of blocked vision is quite significant (this is particularly noticable in adventure mode), and hampers target acquisition too much over the full distance of engagement.&lt;br /&gt;
* The ground on the left in this case is accessible only from within the fortress. This is the only time that terrain outside the fortiications should be at the same level or higher than the dwarves.&lt;br /&gt;
* No, the new-born baby is not drafted into the military and on patrol. That would just be poor HR management - the new mother is patrolling while breastfeeding...&lt;br /&gt;
&lt;br /&gt;
===Effective Range===&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
This image is one level above the ground level, and shows the effective range of dwarves patrolling at the top of the castle. The piles of goblin clothing shows how far some goblins make it before being shot down. Keep in mind that the actual range of engagement is a little further than this, as most goblins can take a few extra steps after being hit before being taken down.&lt;br /&gt;
&lt;br /&gt;
You should also notice that the entrance to the fortress is kept fairly clear of trees. This is so that incoming hostiles don't get to hid behind any cover.&lt;br /&gt;
&lt;br /&gt;
This image also shows the method of building multi-level wall building. Each level of wall above the ground has a floor built beside it, and this floor is used to build the wall on that level, which provides a floor on the level above, to build a floor beside and so on. If you want something to do with your excess stone, you can build a 4x4 (or 10x10 if you really like) tower as high as you like this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41966</id>
		<title>40d Talk:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tim%27s_castle_building_tutorial&amp;diff=41966"/>
		<updated>2008-05-30T05:29:28Z</updated>

		<summary type="html">&lt;p&gt;TimE: New page: Well, I didn't know that you could put apostrophies in the title! ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, I didn't know that you could put apostrophies in the title! [[User:TimE|TimE]] 01:29, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41920</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41920"/>
		<updated>2008-05-29T08:23:21Z</updated>

		<summary type="html">&lt;p&gt;TimE: Note regarding inner wall on ground level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid whole castles, I thought I would create one. There is plenty of info available on individual elements, but not really on the whole setup of proper defenses from a wholistic perspective. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the groud floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main bridge entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a lever that is inside. This enables dwarves to operate the level even if they are not allowed to go outside. It also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained dogs detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the road outside. Stockpiles are usefull during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include&lt;br /&gt;
&lt;br /&gt;
* The bridge on the left wall is so that this entrance can be retracted if so desired. The previous design included floor grates connected to a lever. These were destroyed by vandalous trolls, so the bridge, being significantly more sturdy, was used to replace them.&lt;br /&gt;
* There is a long windy corridor, external to the rest of the castle, which is full of traps. Weapon traps are most effective at removing goblins and trolls, but will ultimately jam under heavy use. Cage traps are essentially an instant kill for any unwelcome guest. Only one cage is used so that it can capture a large/powerful invader (one fortress of mine had a caged bronze colossus from this method), with the rest being weapon traps to kill numerous weak invaders such as goblins.&lt;br /&gt;
* The cage trap also means that goblin squad leaders (other than the first one) will make it some distance inside before they die and leave their squad running in disarray. Hopefully the marksdwarves on the battlements (see later in this article) will have had plenty of time to dish out the pain before that squad gets a chance to get out of range again.&lt;br /&gt;
* The ramp going to the top of the wall allows the removal of goblin chunks, which are occasionally flung up by the weapon traps.&lt;br /&gt;
* On the inner side of the secondary entrance is a long windy path for invaders that might make it past the traps. This path maximises the time invaders spend walking into the fortress while under fire from the patrolling marksdwarves above.&lt;br /&gt;
* The end of the winding path is blocked by a wall. This protects waiting melee dwarves from any ranged attackers that may have made it past the traps.&lt;br /&gt;
&lt;br /&gt;
You can make the trapped area as long as you like, but having it turn back on itself is the most space efficient way to extend it.&lt;br /&gt;
&lt;br /&gt;
====Moat====&lt;br /&gt;
&lt;br /&gt;
The moat around the castle keeps invaders out away from the base of the walls. If you ever get the chance to check out your fortress in adventure mode, you will notice the vision arcs that extend out around objects such as walls and trees. These vision cones also extend from one z-level to another. This means that a dwarf behind a fortification on the top of a wall will not be able to see anything at the base of the wall they are on. Their vision is blocked as far out as the wall is high, so a wall three levels high can't see anything in the first three tiles from the castle walls at ground level.&lt;br /&gt;
&lt;br /&gt;
====The Stairway up====&lt;br /&gt;
&lt;br /&gt;
At the bottom of the picture, on the left and the right, you will see two upward staircases. The most important thing to note is that these are on the ''inside''. When construction is underway, it is often easier to leave these sections open so that the stone of choice (I like my walls made in a uniform colour) can be stockpiled at the bottom, but if this is not quickly sealed off again, it can leave your marksdwarves vulnerable to melee attack if ambushers can get close enough before the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
Commentary still to come&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
Commentary still to come&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41919</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41919"/>
		<updated>2008-05-29T08:20:50Z</updated>

		<summary type="html">&lt;p&gt;TimE: Added commentary on ground level image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid whole castles, I thought I would create one. There is plenty of info available on individual elements, but not really on the whole setup of proper defenses from a wholistic perspective. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the groud floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main bridge entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a lever that is inside. This enables dwarves to operate the level even if they are not allowed to go outside. It also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained dogs detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the road outside. Stockpiles are usefull during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include&lt;br /&gt;
&lt;br /&gt;
* The bridge on the left wall is so that this entrance can be retracted if so desired. The previous design included floor grates connected to a lever. These were destroyed by vandalous trolls, so the bridge, being significantly more sturdy, was used to replace them.&lt;br /&gt;
* There is a long windy corridor, external to the rest of the castle, which is full of traps. Weapon traps are most effective at removing goblins and trolls, but will ultimately jam under heavy use. Cage traps are essentially an instant kill for any unwelcome guest. Only one cage is used so that it can capture a large/powerful invader (one fortress of mine had a caged bronze colossus from this method), with the rest being weapon traps to kill numerous weak invaders such as goblins.&lt;br /&gt;
* The cage trap also means that goblin squad leaders (other than the first one) will make it some distance inside before they die and leave their squad running in disarray. Hopefully the marksdwarves on the battlements (see later in this article) will have had plenty of time to dish out the pain before that squad gets a chance to get out of range again.&lt;br /&gt;
* The ramp going to the top of the wall allows the removal of goblin chunks, which are occasionally flung up by the weapon traps.&lt;br /&gt;
* On the inner side of the secondary entrance is a long windy path for invaders that might make it past the traps. This path maximises the time invaders spend walking into the fortress while under fire from the patrolling marksdwarves above.&lt;br /&gt;
&lt;br /&gt;
====Moat====&lt;br /&gt;
&lt;br /&gt;
The moat around the castle keeps invaders out away from the base of the walls. If you ever get the chance to check out your fortress in adventure mode, you will notice the vision arcs that extend out around objects such as walls and trees. These vision cones also extend from one z-level to another. This means that a dwarf behind a fortification on the top of a wall will not be able to see anything at the base of the wall they are on. Their vision is blocked as far out as the wall is high, so a wall three levels high can't see anything in the first three tiles from the castle walls at ground level.&lt;br /&gt;
&lt;br /&gt;
====The Stairway up====&lt;br /&gt;
&lt;br /&gt;
At the bottom of the picture, on the left and the right, you will see two upward staircases. The most important thing to note is that these are on the ''inside''. When construction is underway, it is often easier to leave these sections open so that the stone of choice (I like my walls made in a uniform colour) can be stockpiled at the bottom, but if this is not quickly sealed off again, it can leave your marksdwarves vulnerable to melee attack if ambushers can get close enough before the bridge is raised.&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
Commentary still to come&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;br /&gt;
&lt;br /&gt;
Commentary still to come&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41918</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41918"/>
		<updated>2008-05-29T07:29:55Z</updated>

		<summary type="html">&lt;p&gt;TimE: Adding narrative of the images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid whole castles, I thought I would create one. There is plenty of info available on individual elements, but not really on the whole setup of proper defenses from a wholistic perspective. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;br /&gt;
&lt;br /&gt;
===Ground Level===&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
The above image shows the groud floor of the fortress's entrance.&lt;br /&gt;
&lt;br /&gt;
====Main Entrance====&lt;br /&gt;
&lt;br /&gt;
To the top right of the picture is the main bridge entrance. Important things to note include:&lt;br /&gt;
&lt;br /&gt;
* The bridge is three tiles wide. This is the minimum width for a main bottleneck.&lt;br /&gt;
* The bridge retracts via a lever that is inside. This enables dwarves to operate the level even if they are not allowed to go outside. It also provides a wall to protect anyone on the inside from hostile ranged weapons.&lt;br /&gt;
* The chained dogs detect thieves and ambushers that may have made it past any detectors or traps outside&lt;br /&gt;
* The stockpile of stone is for building the road outside. Stockpiles are usefull during the building process if kept at the base of the stairway going up.&lt;br /&gt;
&lt;br /&gt;
====Secondary (Goblin) Entrance====&lt;br /&gt;
&lt;br /&gt;
The entrance to the left is specifically designed for invaders. Its features include&lt;br /&gt;
&lt;br /&gt;
* This&lt;br /&gt;
* That&lt;br /&gt;
* The other thing&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:EffectiveRange.png&amp;diff=41934</id>
		<title>File:EffectiveRange.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:EffectiveRange.png&amp;diff=41934"/>
		<updated>2008-05-29T06:57:22Z</updated>

		<summary type="html">&lt;p&gt;TimE: Effective Range screenshot for Tim's Castle Building Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Effective Range screenshot for Tim's Castle Building Tutorial&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Patrol.png&amp;diff=41933</id>
		<title>File:Patrol.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Patrol.png&amp;diff=41933"/>
		<updated>2008-05-29T06:56:48Z</updated>

		<summary type="html">&lt;p&gt;TimE: Marksdwarf patrol area screenshot for Tim's Castle Building Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marksdwarf patrol area screenshot for Tim's Castle Building Tutorial&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:GroundLevel.png&amp;diff=41932</id>
		<title>File:GroundLevel.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:GroundLevel.png&amp;diff=41932"/>
		<updated>2008-05-29T06:56:07Z</updated>

		<summary type="html">&lt;p&gt;TimE: Ground level screenshot for Tim's Castle Building Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ground level screenshot for Tim's Castle Building Tutorial&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41917</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41917"/>
		<updated>2008-05-29T06:54:56Z</updated>

		<summary type="html">&lt;p&gt;TimE: Adding images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid whole castles, I thought I would create one. There is plenty of info available on individual elements, but not really on the whole setup of proper defenses from a wholistic perspective. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
===On your entrance.===&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
===On your walls===&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
===On your civilian population===&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;br /&gt;
&lt;br /&gt;
[[image:GroundLevel.png|Ground level of the entrance]]&lt;br /&gt;
&lt;br /&gt;
[[image:Patrol.png|Marksdwarf patrol route]]&lt;br /&gt;
&lt;br /&gt;
[[image:EffectiveRange.png|Fffective range of the patrolling marksdwarves]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41916</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41916"/>
		<updated>2008-05-29T05:41:18Z</updated>

		<summary type="html">&lt;p&gt;TimE: changed to castle building&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid whole castles, I thought I would create one. There is plenty of info available on individual elements, but not really on the whole setup of proper defenses from a wholistic perspective. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of castles, that is to say the front entrance. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of castle building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of castle building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
'''On your entrance.'''&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
'''On your walls'''&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
'''On your civilian population'''&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41915</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41915"/>
		<updated>2008-05-29T05:38:04Z</updated>

		<summary type="html">&lt;p&gt;TimE: Tims Fortification Tutorial moved to Tims Castle Building Tutorial: Changing name so that it's not confused with the single Fortification construction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid fortifications, I thought I would create one. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of fortifications. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of fortification building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of fortification building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
'''On your entrance.'''&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
'''On your walls'''&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
'''On your civilian population'''&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41914</id>
		<title>40d:Tim's castle building tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tim%27s_castle_building_tutorial&amp;diff=41914"/>
		<updated>2008-05-28T09:53:08Z</updated>

		<summary type="html">&lt;p&gt;TimE: Starting out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Seeing as there are limited tutorials on setting up solid fortifications, I thought I would create one. The following is the work in progress as it currently stands. This message will be removed when it has been completed.''&lt;br /&gt;
&lt;br /&gt;
This is an intermediate to advanced tutorial on the building of fortifications. It is assumed that you are familiar with the game, it's interface, and how to do things such as properly build walls, designate stockpiles, dig channels etc. You should also be at least vaguely familiar with dwarven behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The art of fortification building ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The great dwarven general Sun Tzu said: &amp;quot;The art of fortification building is of vital importance to your dwarves. It is a matter of life and death. Hence it is a subject of enquiry which can on no account be neglected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When building your fortifications, you must consider not only the behaviours of goblin invaders, but also the behaviours of your own dwarves in order to keep them safe from their own simple minds. You must also consider means of keeping any and all invaders out, no matter their number or type (mandrill, goblin, troll, or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
'''On your entrance.'''&lt;br /&gt;
&lt;br /&gt;
In order to keep your dwarves moving smoothly in and out of your fortress, you should have a wide entrance. However, in order to keep your dwarves safe from harmful visitors, your wide entrance must be able to be quickly removed.&lt;br /&gt;
&lt;br /&gt;
Also, in order to ensure that any invaders will ultimately leave (allowing dwarves to safely go outside again), once your main entrance has been removed, there should be an alternative entrance ready for goblins and the like.&lt;br /&gt;
&lt;br /&gt;
Such is the art of entrance design.&lt;br /&gt;
&lt;br /&gt;
'''On your walls'''&lt;br /&gt;
&lt;br /&gt;
Fighting from elevated terrain is advantageous, particularly for Marksdwarves. While fortifications can block shots that are fired from a distance, a good marksman can still fire through fortifications that are on the same level, or even one level above. Hence Marksdwarves should patrol an area well above the surrounding terrain.&lt;br /&gt;
&lt;br /&gt;
To this effect, all areas of the outside of your fortress should be higher than their immediate surroundings so that no enemy can gain a height advantage over your dwarves&lt;br /&gt;
&lt;br /&gt;
Such is the art of wall design&lt;br /&gt;
&lt;br /&gt;
'''On your civilian population'''&lt;br /&gt;
&lt;br /&gt;
Dwarves are not too bright. They will happlessly wander about and only react to danger at the last moment, often when it is too late. To ensure that all dwarves are kept safe, only soldiers should be allowed outside in the event of a siege. As dwarves will also go outside before they realise that where they are going is forbidden, all main entrances should be some distance outside to give them a chance to realise their folly before they run into any serious danger.&lt;br /&gt;
&lt;br /&gt;
Such is the art of keeping civilians safe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Practical examples ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above principles are the basis of the following examples.&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13368</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=13368"/>
		<updated>2008-04-03T05:00:10Z</updated>

		<summary type="html">&lt;p&gt;TimE: Added note on melee dwarves with nervous damage being useful as Marksdwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
Creatures with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
This section is incomplete; much about the [[Combat| combat system]] is unknown.&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any armor or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralyzation due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing weapon or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Organ !! Function !! Lightly/moderately wounded effects !! Broken/mangled effects !! Lopped off effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced, death can occur fast. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival.&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Visuals || Bleeding || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently.  If all eyes are removed, the creature is completely blind, and can only &amp;quot;see&amp;quot; what's next to it (other words, 3x3 vision).&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || Not possible || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || The entire lower body is severed from the rest of the body or it is completely destroyed.  Instant death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wounds in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[Toady]] has stated that beds which are not in any defined [[room]] are considered hospital beds, and dwarves will recover faster when sleeping on them. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
Generally, light or moderate wounds will be healed in a week at most, usually much faster. Broken body parts will likely take some months of bed rest to recover, and a mangled part can take years. Severed limbs do not grow back. &lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have a chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
Wounds to the nervous system, meaning the neck, brain, or spine, will never heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  Military dwarves with nervous wounds will never spar, however. Melee dwarves with nervous injuries may still be valulable as a Marksdwarf.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid, and you may wish to arrange for his demise so as to prevent him from forever requiring your other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot ensure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Toughness also greatly speeds up the healing process, a superdwarvenly tough (super-)dwarf can heal yellow injuries in days. Loosing a Limb, however, can make even the toughest creatures give in to pain.&lt;br /&gt;
&lt;br /&gt;
== Wounds in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;friends&amp;lt;/strike&amp;gt; spear-catchers will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you [T]ravel away you will retain the blood in your eyes but regain normal vision.&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Cold || &amp;quot;It is chilled!&amp;quot; || &amp;quot;It is frostbitten!&amp;quot; || &amp;quot;It is cracked by the cold!&amp;quot; || &amp;quot;It is frozen through!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heat || &amp;quot;It is blistered!&amp;quot; || &amp;quot;It is charred!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29115</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29115"/>
		<updated>2008-04-03T04:57:03Z</updated>

		<summary type="html">&lt;p&gt;TimE: /* Nervous system damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29114</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29114"/>
		<updated>2008-04-03T04:56:48Z</updated>

		<summary type="html">&lt;p&gt;TimE: /* Nervous system damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? [[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29113</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29113"/>
		<updated>2008-04-03T04:56:26Z</updated>

		<summary type="html">&lt;p&gt;TimE: /* Nervous system damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29111</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29111"/>
		<updated>2008-04-02T07:20:39Z</updated>

		<summary type="html">&lt;p&gt;TimE: Nervous system damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captain_of_the_guard&amp;diff=15734</id>
		<title>40d:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captain_of_the_guard&amp;diff=15734"/>
		<updated>2008-03-30T03:16:27Z</updated>

		<summary type="html">&lt;p&gt;TimE: Grammatical correction for &amp;quot;expedition leader's&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Captain of the guard&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
| function=&lt;br /&gt;
* [[Justice]]&lt;br /&gt;
* [[fortress guard|Fortress Guard]]&lt;br /&gt;
}}&lt;br /&gt;
Your [[sheriff]] noble gets promoted to Captain of the Guard at a population of 50 dwarves, along with the [[expedition leader]]'s promotion to [[Mayor]]. If you have managed your Fortress up to this point without a sheriff, the position of the Captain of the Guard will be vacant and you can assign one. The current Sheriff/Captain can still be removed from office and the post once again be vacant.&lt;br /&gt;
&lt;br /&gt;
Having a Captain of the Guard allows you to assign dwarves to the [[fortress guard|Fortress Guard]], which is considered a happy [[thought]].  &lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30040</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30040"/>
		<updated>2008-03-20T09:37:10Z</updated>

		<summary type="html">&lt;p&gt;TimE: /* Open questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30039</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30039"/>
		<updated>2008-03-20T09:36:24Z</updated>

		<summary type="html">&lt;p&gt;TimE: /* Open questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*At what angle can one shoot through fortifications?&lt;br /&gt;
&lt;br /&gt;
*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.&lt;/div&gt;</summary>
		<author><name>TimE</name></author>
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