<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Yinyang107</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=Yinyang107"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Yinyang107"/>
	<updated>2026-04-16T21:32:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Priest&amp;diff=170538</id>
		<title>v0.34:Priest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Priest&amp;diff=170538"/>
		<updated>2012-04-27T17:18:53Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: /* Adventurer Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adventurer Mode==&lt;br /&gt;
Priests appear in many [[Human]] and [[Goblin]] settlements, even those captured by and incorporated into civilizations of other races. They will either worship the civilization's official object of worship, or one aligned with the civilization's pantheon or [[Sphere]].&lt;br /&gt;
&lt;br /&gt;
High Priests are the leaders the local religious sect and have distinct idiosyncratic yet thematic titles, such as &amp;quot;High Dessert.&amp;quot; If no High Priest resides in the settlement, any Priests present, and most citizens, will be members of a neighboring religious sect. High Priests in Goblin fortresses are likely to be goblin even if the rest of the population is supplanted by other races.&lt;br /&gt;
&lt;br /&gt;
If a [[Temple]] is in the settlement, there will be a local sect, and a living High Priest at least at the end of worldgen. Priests will be found wandering inside during the day, though in Human towns some may wander to visit the feasthall or Keep, many return to their homes for lunch, and some may work as shopkeepers. In such towns, Priests will also return home to sleep, while in Goblin Fortresses Priests will sleep within the Temple.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Priests may be among the participants of [[ambush]]es and [[siege]]s.&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Security_design&amp;diff=100719</id>
		<title>v0.31:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Security_design&amp;diff=100719"/>
		<updated>2010-04-29T02:53:44Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Security design''' focuses on how to turn the physical layout and architecture of a fort into a defensible whole. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''{{l|defense guide}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  •   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  ,   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
==General suggestions==&lt;br /&gt;
General designs should include suggestions that can be &amp;quot;plugged in&amp;quot; to a part of any typical fortress, and/or can be modified to suit a number of purposes.&lt;br /&gt;
&lt;br /&gt;
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.  &lt;br /&gt;
&lt;br /&gt;
===Meeting area as defense===&lt;br /&gt;
&lt;br /&gt;
Especially in the very early game, you can use a {{l|Zone#Meeting_Area|meeting zone}} to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as {{l|thief|thieves}} near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.&lt;br /&gt;
&lt;br /&gt;
===Guard Animals===&lt;br /&gt;
&lt;br /&gt;
Both {{l|thief|thieves}} and {{l|ambush}}es are invisible until something bumps into them - a dwarf, a {{l|caravan}}, a wild creature, a {{l|domestic animal}}, anything.  Once this happens (even if it was triggered by a wild {{l|groundhog}} on the far edge of the map), the game will pause with the appropriate {{l|announcement}}, forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by {{l|restrain}}ing them in entryways.&lt;br /&gt;
&lt;br /&gt;
There are some considerations to good placement of such animals.  If you have a 1- or 2-wide hall, one animal is enough.  If you have a 3-wide hallway (wide enough for a {{l|caravan}}), you need to restrain two animals, one at each side of the hall.  &lt;br /&gt;
&lt;br /&gt;
 ══════════     R = restraint&lt;br /&gt;
 +++1R1++++     1 = area of animal 1&lt;br /&gt;
 +++bbb++++     2 = area of animal 2&lt;br /&gt;
 +++2R2++++     b = area of both&lt;br /&gt;
 ══════════&lt;br /&gt;
&lt;br /&gt;
This pair creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. Caravans can pass over {{l|restraint|restraint}}s and restrained creatures without problem.  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.&lt;br /&gt;
&lt;br /&gt;
Unless you're happy losing these animals on a regular basis, you should try to keep them alive...&lt;br /&gt;
:* Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.&lt;br /&gt;
:* Don't have them as your &amp;quot;first line of defense&amp;quot; - put them deeper in the entry, behind some traps&lt;br /&gt;
:* Put them inside, so flying creatures have to come down to their level to attack them.&lt;br /&gt;
:* Consider using a {{l|pressure plate}} at the extreme entrance to seal off the hall further down and keep your guard animal(s) safe.  Thieves won't trigger them, but the animals can deal with those - ambushes ''will'' trigger them, and you don't want them getting to your guard animals.&lt;br /&gt;
&lt;br /&gt;
Remember that anything short of a {{l|megabeast}} is not a good match for an armoured opponent.{{verify}} While watching your tame {{l|grizzly bear}} or {{l|alligator}} tear a thief apart has an amusement value, watching the goblin maceman send them flying across the map, mangled and dying, has less.&lt;br /&gt;
&lt;br /&gt;
===Defending the edge===&lt;br /&gt;
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving {{l|harpy|harpies}} and skeletal {{l|giant eagle}}s)''&lt;br /&gt;
&lt;br /&gt;
* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.  &lt;br /&gt;
* You can also build bridges all the way up to the edge.  A long, skinny bridge is, effectively, a wall; however, it looks the same whether it's open or closed.  &lt;br /&gt;
&lt;br /&gt;
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.&lt;br /&gt;
&lt;br /&gt;
Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map {{l|horse}}s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''&lt;br /&gt;
&lt;br /&gt;
==== Design considerations ====&lt;br /&gt;
&lt;br /&gt;
* The moat should be designed to prevent entry except by falling and exit except by climbing, from both sides.  (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.&lt;br /&gt;
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)&lt;br /&gt;
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as {{l|tree|tree}}s on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any {{l|channeling|channeling}} permanently changes the dug-out tile to &amp;quot;Light Above Ground&amp;quot;, which restricts these features from tiles near the edge even if floors are later constructed to close the space.&lt;br /&gt;
* Because migrants might turn up near wild animals or be followed closely by {{l|goblin}}s, it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:&lt;br /&gt;
** natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.&lt;br /&gt;
** trees.  If left intact they separate any fertile patches into many small segments.&lt;br /&gt;
** floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a {{l|one-way|one-way}} path.&lt;br /&gt;
** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.&lt;br /&gt;
** You can build up ramps at the edge, which may disrupt passage?&amp;lt;sup&amp;gt;Needs testing&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.&amp;lt;sup&amp;gt;Probably not.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back {{l|building destroyer|building destroyer}}s, and remote {{l|lever|lever}} control is needed because other gates can be &amp;quot;taken by invaders&amp;quot; and become unlockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.&lt;br /&gt;
&lt;br /&gt;
===Simple 5x5 Archer's Tower===&lt;br /&gt;
&lt;br /&gt;
Build a {{l|tower|tower}} specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Thse tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct {{l|fortification|fortification}}s on the second or third floor, so your dwarves can fire out.  For extra usefulness, build a {{l|barracks|barracks}}, {{l|archery target|archery target}}, {{l|food|food}} {{l|stockpile|stockpile}}, {{l|well|well}} and {{l|dining room|dining room}} in or near the tower. Add a door or hatch to lock them in.&lt;br /&gt;
&lt;br /&gt;
As discussed step-by-step in the article on {{l|mega construction|mega construction}}, this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge. &lt;br /&gt;
&lt;br /&gt;
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)&lt;br /&gt;
&lt;br /&gt;
 Side                Below         Ground       Archer       Roof&lt;br /&gt;
  view:               ground:       Level:       Level:       Level:&lt;br /&gt;
                                    ╔═══╗        ╬╬╬╬╬        •••••&lt;br /&gt;
     X__                X           ║X,,║        ╬X++╬        •X++•&lt;br /&gt;
    ╬X__╬                           ║,,,║        ╬+++╬        •+++•&lt;br /&gt;
 ___║X__║___                        ║,,,║        ╬+++╬        •+++•&lt;br /&gt;
     X                              ╚═══╝        ╬╬╬╬╬        •••••&lt;br /&gt;
 &lt;br /&gt;
 _ = floor, natural             , = ground tile&lt;br /&gt;
       or constructed&lt;br /&gt;
&lt;br /&gt;
This can hold 3 archers/side, and has the potential to be as many &amp;quot;archer levels&amp;quot; tall as you wish.  A top-level &amp;quot;down stair&amp;quot; is necessary to build the &amp;quot;roof&amp;quot; - might as well build an up/down stair instead, no real reason not to.  Remember to use the &amp;quot;corners first&amp;quot; technique when necessary. (See {{l|Tower}}.)&lt;br /&gt;
&lt;br /&gt;
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).&lt;br /&gt;
&lt;br /&gt;
Larger towers (or this with larger floors on higher levels) could house barracks, practice ranges, and other facilities.  Just expand to preferred size with floors, and then attach walls to those to act as a base for the next level of building.  Add more stairs (adjacent to each other is always better) if high traffic is anticipated.&lt;br /&gt;
&lt;br /&gt;
====Siege engine turrets====&lt;br /&gt;
If it's big enough, build a {{l|siege engine}} inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same {{l|z-level}} as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate.&lt;br /&gt;
&lt;br /&gt;
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)&lt;br /&gt;
&lt;br /&gt;
===Control Room===&lt;br /&gt;
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your {{l|meeting area}}s and {{l|noble}}s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers.&lt;br /&gt;
&lt;br /&gt;
It may also be an idea to have a second lever to at least one door, for emergency access.  And possibly to add a stockpile of booze and food or a well for longer sieges.&lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of the game's Artificial Intelligence and {{l|path}}finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via {{l|pressure plate}}s. This might count as an {{l|exploit}}, or not - that's up to you, and what you consider fun and challenging.&lt;br /&gt;
&lt;br /&gt;
===Bait animal===&lt;br /&gt;
{{l|Restrain}}ing a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down.  Make sure to place a pattern of some walls (or statues, see below) so enemy archers cannot simply shoot the creature from a safe distance.&lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
Adding a ring of fortifications to help defend the animal against missile fire will keep melee troops away, but invite archers to come adjacent to the fortifications - and under your walls and crossbows.  If you allow any path, the melee troops will try to follow it to the animal - be creative with that fact. &lt;br /&gt;
&lt;br /&gt;
=====Traps=====&lt;br /&gt;
Surround the animal with traps to kill or capture approaching goblins.&lt;br /&gt;
&lt;br /&gt;
=====U chumps=====&lt;br /&gt;
Surround the far side of the animal with a U shaped 3-sided wall, open facing your defenders, so the enemy has to come closer to attack the animal, and you gun them down.&lt;br /&gt;
&lt;br /&gt;
=====Distractions=====&lt;br /&gt;
Releasing a {{l|cage}} full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.&lt;br /&gt;
&lt;br /&gt;
=====Vanishing act=====&lt;br /&gt;
Having a linked drawbridge that can open/shut (perhaps on both a lever to open and a nearby pressure plate to close), to lure the enemy in under your guns and then protect the animal when they get too close (for multiple uses.)&lt;br /&gt;
&lt;br /&gt;
=====Roach motel=====&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a {{l|Activity_zone|pit/pond}}. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
&lt;br /&gt;
=====vs. building destroyers=====&lt;br /&gt;
For {{l|building destroyers|building destroyers}}, spare statues can serve the same purpose as bait animals.&lt;br /&gt;
&lt;br /&gt;
=====Trap chokepoints=====&lt;br /&gt;
Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pathing slowdowns=====&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Expanding a simple square fortress wall===&lt;br /&gt;
&lt;br /&gt;
The simplest and most economical wall is a square one, for the most area protected with the least stone and effort.  Once built, they are easy to expand and improve.&lt;br /&gt;
&lt;br /&gt;
There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind.  &lt;br /&gt;
&lt;br /&gt;
This will show some basic examples of the infinitely possible variations.&lt;br /&gt;
&lt;br /&gt;
     +═══+     ╔  ═  ╗&lt;br /&gt;
&lt;br /&gt;
     ║X ║      ╔ ╝ ╚ ╗&lt;br /&gt;
&lt;br /&gt;
     ║   ║     ║     ║    &lt;br /&gt;
&lt;br /&gt;
       ║   ║   ╚ ╗ ╔ ╝      &lt;br /&gt;
                 &lt;br /&gt;
               ╚ ═══ ╝  &lt;br /&gt;
     ╬╬╬╬╬ ╬╬╬ ╬&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
===Siege Engines===&lt;br /&gt;
One effective way to have {{l|Siege engine}}s (help) defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
'''One ballista vs 3-wide hallway'''&lt;br /&gt;
 ══════════════════════════╦═════&lt;br /&gt;
 Entrance++++++++++++▼•••••║▐▀\&lt;br /&gt;
 Entrance++++++++++++▼•••••╬◄═«&lt;br /&gt;
 Entrance++++++++++++▼•••••║▐▄/&lt;br /&gt;
 ══════════════════════════╩═════&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are &amp;quot;civilians&amp;quot;) will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.&lt;br /&gt;
&lt;br /&gt;
====Ballista battery====&lt;br /&gt;
3 (or more!) ballistae can be put into a &amp;quot;battery&amp;quot; if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.  &lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼•••••╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼•••••╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼•••••╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&lt;br /&gt;
Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt;dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.&lt;br /&gt;
&lt;br /&gt;
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.&lt;br /&gt;
&lt;br /&gt;
Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time.  Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two {{l|screw pump}}s and two {{l|Gear assembly|gear assemblies}}. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with {{l|water}} or {{l|magma|magma}} for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
{{Image:Entflood.jpg}}&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Reverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
Level Z+0 (ground):&lt;br /&gt;
   ,,,,,,,,,,,,,,,&lt;br /&gt;
 F ═══════════════&lt;br /&gt;
 O ,≥,g≥,,,g,,,,,,&lt;br /&gt;
 R ,,≤,,,,,,g,,,,,&lt;br /&gt;
 T ,,,g≤,,g,,,,,,, &amp;lt;-- enemies enter here&lt;br /&gt;
 R ,,≥,,,,,,g,,,,,&lt;br /&gt;
 E ,g,≤,,,,,,,,,g,&lt;br /&gt;
 S ═══════════════&lt;br /&gt;
 S ,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
Level Z+1 (bridge):&lt;br /&gt;
&lt;br /&gt;
 E •••••║+++║•••••&lt;br /&gt;
 N +++++║+++║+++++&lt;br /&gt;
 T •••••╬☺++║•••••&lt;br /&gt;
 R •••••╬☺++║•••••&lt;br /&gt;
 A •••••╬☺++║••••• &amp;lt;-- archers shoot them from up above&lt;br /&gt;
 N •••••╬☺++║•••••&lt;br /&gt;
 C •••••╬☺++║•••••&lt;br /&gt;
 E +++++║+++║+++++&lt;br /&gt;
   •••••║+++║•••••&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the {{l|fortification}}s are one level above the {{l|goblin}}s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above).&lt;br /&gt;
&lt;br /&gt;
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles.  Even adding small, convenient food and alcohol stockpiles is not unheard of.  Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''&lt;br /&gt;
&lt;br /&gt;
==Scenic route==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of ''any'' size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped/defended path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
===Goblin detour===&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
 ++++++++++++++++++ENTRANCE+&lt;br /&gt;
 ══╦════════════════O╞═╡O╦══  &amp;lt;-- Bridge 1&lt;br /&gt;
 +☺╬•+++++++++++++++++++•╬☺+&lt;br /&gt;
 ++╬•+•••••••••••••••╞═╡•╬++  &amp;lt;-- Bridge 2&lt;br /&gt;
 ++╬•+••+•••+•••+•••++++•╬++&lt;br /&gt;
 +☺╬•+•+•+•+•+•+•+•+•+++•╬☺+&lt;br /&gt;
 ++╬•+•+•+•+•+•+•+•+•+++•╬++&lt;br /&gt;
 ++╬•+•+•+•+•+•+•+•+•+++•╬++&lt;br /&gt;
 +☺╬••+•••+•••+•••+••+++•╬☺+&lt;br /&gt;
 ++╬•••••••••••••••••+++•╬++&lt;br /&gt;
 ++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗•+++•╬++&lt;br /&gt;
 ++☺++☺++☺++☺++☺++☺╬•+++•╬☺+&lt;br /&gt;
 ++++++++++++++++++╬•+++•╬++&lt;br /&gt;
 ++++++++++++++++++╬•+++•╬++&lt;br /&gt;
 ══════════════╗++☺╬•+++•╬☺+&lt;br /&gt;
               ║+++╬•+++•╬++&lt;br /&gt;
               ║+++╬•+++•╬++&lt;br /&gt;
               ║++☺╬•╞═╡•╬☺+  &amp;lt;-- Bridge 3&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if your {{l|trade depot}} is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
&lt;br /&gt;
===Twisty maze===&lt;br /&gt;
A maze of turns and blindspots patrolled by quality military can be a very formidable defense.  Wide enough for wagons to pass though, but with no clear shots for any ranged weapons.  Missile weapons do have a minimum range, so if a target is closer than that range, they will instead just charge to melee - and meet a dwarf with a much better melee skill. Downside to this is that you'd be mixing it up in melee all the time, but so long as you have at least 10 dwarves greeting the goblins as one coherent mass, you should win.&lt;br /&gt;
&lt;br /&gt;
Variations on the twisty maze include:&lt;br /&gt;
&lt;br /&gt;
*A wagon-wide twisty maze, and a not-so-twisty 1-tile wide hall o'traps, with a drawbridge that can force one or the other as the only {{l|path}} into your fortress.&lt;br /&gt;
&lt;br /&gt;
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:V0.31_military&amp;diff=100718</id>
		<title>Template talk:V0.31 military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:V0.31_military&amp;diff=100718"/>
		<updated>2010-04-29T02:48:18Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Somewhat awkward==&lt;br /&gt;
&lt;br /&gt;
So I created this following the style of other pop-up templates as best I could, but some of it is titled a bit oddly. I grouped everything related to controlling your military under &amp;quot;Soldier Management,&amp;quot; all the stuff related to more complicated defense tips and troubleshooting under &amp;quot;Guides&amp;quot; and anything related to things that will attack your dwarves/fortress (or just enter its space in general) under &amp;quot;Invaders,&amp;quot; but all-in-all it still feels kind of awkwardly titled. If anyone wants to rename the subtitles, go for it. --[[User:Retro|Retro]] 00:19, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I've removed Snatcher, as it's a redirect to Thief. [[User:Yinyang107|~Yin]] 02:48, 29 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_military&amp;diff=100717</id>
		<title>Template:V0.31 military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_military&amp;diff=100717"/>
		<updated>2010-04-29T02:46:12Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{l|Military|Military and Fortress Defense}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Soldier Management&lt;br /&gt;
| {{l|Military|Military overview}} • {{l|Soldier}}s • {{l|Scheduling|Scheduling and alerts}} • {{l|Squads|Squads}} • {{l|Equipment}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Guides&lt;br /&gt;
| {{l|Defense guide}} • {{l|Military F.A.Q.|F.A.Q.}} • {{l|Military interface|Interface walkthrough}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Design Tips&lt;br /&gt;
| {{l|Military design}} • {{l|Security design}} • {{l|Trap design}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Invaders&lt;br /&gt;
| {{l|Ambush}} • {{l|Megabeast}} • {{l|Siege}} • {{l|Thief}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Category|Military}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thief&amp;diff=100716</id>
		<title>v0.31:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thief&amp;diff=100716"/>
		<updated>2010-04-29T02:43:32Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until detected. When a thief is detected, the game pauses with an  identifying {{L|announcement}} and moves the game view to include the threat.&lt;br /&gt;
&lt;br /&gt;
''(A full {{L|military}} response is both complex and slow.  If you are new to version 0.31, and simply want to send your nearest dwarves after a thief, see {{L|Attack}}.)&lt;br /&gt;
&lt;br /&gt;
There are two types of intelligent thieves: '''{{L|kobold}} pilferers''' and '''[[goblin]] baby-snatchers''':&lt;br /&gt;
&lt;br /&gt;
:'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your {{L|trap}}s, only triggering them if they are injured during their escape attempt and happen to fall unconscious. They are detected when they move adjacent to a {{L|dwarf}}, guard {{L|dog}} or other tame {{L|animal}}. Armed with only a large dagger, they offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any {{L|combat}} situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too. (aka completely random)  &lt;br /&gt;
&lt;br /&gt;
:The announcement for a kobold thief is...&lt;br /&gt;
::{{Gametext|Thief!  Protect the hoard from skulking filth!|#f00}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey &amp;quot;'''k'''&amp;quot; visible - that's your intruder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Other than kobolds, '''Goblin snatchers''' happily run into any kind of trap. They are detected the same way kobolds are, plus cage traps trigger the announcement. Armed with an iron dagger they should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose.  (Needless to say, this creates a very {{L|thought|bad thought}} in the parents of the lost child.)  The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane.&lt;br /&gt;
&lt;br /&gt;
:The announcement for a goblin child-snatcher is...&lt;br /&gt;
::{{Gametext|Snatcher!  Protect the children!|#f00}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey &amp;quot;'''g'''&amp;quot; - if you use {{k|v}} or {{k|u}}, these will be listed as &amp;quot;goblin ''thief''&amp;quot; but they're cut from the same stuff and should be terminated with equally extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
:If caged by a trap, the zooming may only reveal a flashing {{L|cage}}, a &amp;quot;'''‼'''&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a lever (and are closed) will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with {{L|restraint|guard animals}} is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.&lt;br /&gt;
&lt;br /&gt;
Spotting the thief is winning the battle, but catching and killing them just feels better. A typical thief can outrun a &amp;quot;{{L|Attribute#Agile|very agile}}&amp;quot;, unarmoured dwarf, but can only just keep their own against an &amp;quot;extremely agile&amp;quot; unarmoured pursuer.  Sending more than one respondent to cut off any retreat may yield a more satisfying result.&lt;br /&gt;
&lt;br /&gt;
Certain &amp;quot;playful&amp;quot; {{L|creatures}} will also try to steal items from your hoard, if left open to more general traffic.  These include {{L|raccoon}}s, which tend to be solitary, and groups of {{L|rhesus macaque}}s and {{L|mandrill}}s (which aren't just playful, but downright dangerous).  In addition, {{L|black bear|bear}}s and {{L|gnome}}s will try to steal your {{L|alcohol|booze}} if they can get at it.  None of these animals has any special ability to avoid standard traps or bypass locked doors.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Professions}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megabeast&amp;diff=100713</id>
		<title>v0.31:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megabeast&amp;diff=100713"/>
		<updated>2010-04-29T02:40:52Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43405</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43405"/>
		<updated>2009-04-02T00:56:31Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When using the world painter tool the following parameters produce these regions:&amp;lt;br /&amp;gt;&lt;br /&gt;
- low mountain - elevation &amp;gt; 299 {{Biome|∆|∆|#808080|#808080}}&lt;br /&gt;
- mountain - elevation &amp;gt; 332 {{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
- high mountain - elevation &amp;gt;365 {{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
- peak - elevation = 400 {{Raw Tile|^|#808080|#000000}} (verify?)&lt;br /&gt;
&lt;br /&gt;
The rest of the regions can be obtained mostly through choice of rain and drainage values.&amp;lt;br /&amp;gt;&lt;br /&gt;
For rain 0-9 and:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - sand desert {{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
drain 33-49 - rock desert {{Biome|,|´|#808000|#808080}}&lt;br /&gt;
drain 50-65 - badlands {{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
drain 66-100 - badlands {{Biome|V|√|#808000|#808000}}&lt;br /&gt;
&lt;br /&gt;
For rain 10-19:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-49 - grassland {{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 20-32:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-49 - savanna {{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 33-65:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - marsh {{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
drain 33-49 - shrubland {{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 66-100:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - swamp {{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
drain 33-100 - forest {{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hammerman&amp;diff=29277</id>
		<title>40d:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hammerman&amp;diff=29277"/>
		<updated>2009-03-28T00:59:44Z</updated>

		<summary type="html">&lt;p&gt;Yinyang107: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for [[Hammerer]].''&lt;br /&gt;
&lt;br /&gt;
'''Hammerman''' is a [[skill]] which determines the accuracy and the [[wound|damage]] inflicted when using an hammer-type [[weapon]].  [[Crossbow]]s are considered a [[hammer]]-type weapon when used in melee.&lt;br /&gt;
&lt;br /&gt;
It is also used to refer to someone whose primary skill is the Hammerman skill.&lt;br /&gt;
&lt;br /&gt;
Different cultures have different names for their Hammerman skills. [[Dwarves]] refer to this skill as &amp;quot;Hammerdwarf&amp;quot;, while [[human]]s refer to this skill as &amp;quot;Hammerman&amp;quot;. Internally, the skill is called &amp;quot;Hammerman&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Yinyang107</name></author>
	</entry>
</feed>