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		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222835</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222835"/>
		<updated>2016-01-14T23:58:39Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Types */ Pressed wrong button, didn't mean to post last edit yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children if belonging to opposite genders.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Parents''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
*'''Grandparents''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the lose's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other Familial Relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[Monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222834</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222834"/>
		<updated>2016-01-14T23:57:36Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children if belonging to opposite genders.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Parents''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
*'''Grandparents''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities.&lt;br /&gt;
A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the lose's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other Familial Relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[Monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222817</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222817"/>
		<updated>2016-01-14T07:40:38Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children if belonging to opposite genders.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Parents''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
*'''Grandparents''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Worship is a still in progress feature, newly implemented in v0.42.01. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop. Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities.&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the lose's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other Familial Relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[Monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222816</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=222816"/>
		<updated>2016-01-14T07:35:08Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Types */ Correcting incorrect Deity information, as it still said Temples did not exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork|02:31, 20 May 2012 (UTC)}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more ([[Marriage|often?]]) children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers even if their lover dies. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting may marry, at which point they will switch over to one bed for two and start producing children if belonging to opposite genders.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Parents''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
*'''Grandparents''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Worship is a still in progress feature, newly implemented in DF2014. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop. Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. Some dwarves don't worship any deities.&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. The death of an acquaintance does not produce a fun thought however the lose's occurrence. At [[embark]], the seven starting dwarves will each be long-term acquaintances or friends with each other.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other Familial Relationships==&lt;br /&gt;
Dwarves can also have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[Monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Making Friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges.  This happens through 'chats'.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle.  Dwarves who are busy eating, drinking, or doing any job, will not chat with one another.  This has the &amp;lt;s&amp;gt;interesting&amp;lt;/s&amp;gt; amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score.  Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships.  These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough).  Dwarves who are too incompatible may instead form grudges.  Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another.  Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges.  Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and who chat enough, can become lovers.  In order to be eligible for this, a dwarf has to be an adult, not have a age difference higher than ten years, be orientation-compatible, not be too closely related to their new friend, and have no other spouse or lover (even dead!).  Lovers who continue to have enough opportunities to chat and are willing to commit will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships.  In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example Urist can treat Bomrek as a long-term acquainted buddy while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174830</id>
		<title>v0.34 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174830"/>
		<updated>2012-07-06T03:10:34Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Environments effects on sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;humans camped at map edge for me too so i'll remove the verify tag&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 18:18, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments effects on sieges ==&lt;br /&gt;
&lt;br /&gt;
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 22:33, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --[[User:Dissimulation|Dissimulation]] 04:06, 23 June 2012 (UTC)&lt;br /&gt;
:I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- [[User:Qazmlpok|Qazmlpok]] 12:42, 23 June 2012 (UTC)&lt;br /&gt;
Another reason they may not be coming is my fort has very little created wealth/exported wealth due to lack of resources. About 190k created and 6k exported --[[User:Dissimulation|Dissimulation]] 12:48, 24 June 2012 (UTC)&lt;br /&gt;
Alright, the winter right after my exported was increased to 10k I recieved a Giant and then right after the giant a goblin siege. I'm going to test the theory that exported wealth effects sieges in another type of biome. --[[User:Dissimulation|Dissimulation]] 17:44, 24 June 2012 (UTC)&lt;br /&gt;
:If it has to do with exported wealth, then it's no where near 10k. I think it might have to do with the amount of time you've had the fortress. I normally start getting Goblin sieges around the 2nd or 3rd year of the fortress being alive. I can't remember what season, but I remember that once I had a siege end, a caravan (I think it was elven) arrive, then another siege begin all within 5 minutes of each other. Needless to say, that caravan was slaughtered. Anyway, I'm off topic. I only had 1-2k exported wealth that entire time. Maybe it's created wealth? My created wealth had 6 digits on it, but I can't remember exactly what it was. I wasn't really taking notes at the time. lol. --[[User:Zackman0010|Zackman0010]] 00:17, 2 July 2012 (UTC)&lt;br /&gt;
I'll still run my test fort, it's going slow due to my job. --[[Special:Contributions/96.237.176.159|96.237.176.159]] 01:13, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just thought of something. the fort that had a low exported wealth also had a very vigilant guard dog that never let any snatchers into the fort as well. the only thing the goblins could have known I had would be the front gate, a chain, and a dog. did your fort have tight defenses versus thieves? --[[User:Dissimulation|Dissimulation]] 13:24, 4 July 2012 (UTC)&lt;br /&gt;
:Actually, no. I was actually getting sick and tired of being interrupted by 'Snatcher! Protect the children!' or 'Thief!'. One time, I even found a goblin snatcher 5 levels below my entrance. He had managed to get through the front hallway and down 5 flights of stairs before being spotted in the hallway to the dining room. I really need to start using guard dogs more often. --[[User:Zackman0010|Zackman0010]] 03:10, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Leader ==&lt;br /&gt;
&lt;br /&gt;
I saw this posted somewhere on the forums once, but I cannot remember where. In my world, after I killed the Goblin leader, no more mounts appeared the next siege. I added the 'Verify' to make sure it wasn't just a one time thing. I lost the fortress before a second mountless siege could arrive, so I can't test any further for now. If I manage to kill the leader again and I don't see any more mounts, I'll remove the 'Verify' myself if it isn't already removed. --[[User:Zackman0010|Zackman0010]] 02:15, 30 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temperature_scale&amp;diff=174202</id>
		<title>Temperature scale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temperature_scale&amp;diff=174202"/>
		<updated>2012-07-02T01:10:05Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: fixing broken redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Temperature]]&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=174201</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=174201"/>
		<updated>2012-07-02T00:22:30Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Just letting you know */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]&lt;br /&gt;
*[[User_talk:Briess/archive2|archive 2]]&lt;br /&gt;
*[[User_talk:Briess/archive3|archive 3]]}}&lt;br /&gt;
&lt;br /&gt;
== User unban ==&lt;br /&gt;
I'd like to point you to a discussion on [[User_talk:Quietust#Potential_contributor_banned|Quietust's page]] where I ask to unban a guy who would like to contribute but cannot create an account here. Can you unban him? --[[User:Nagidal|Nagidal]] 21:20, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Proxy Problem ==&lt;br /&gt;
When accessing the wiki through a proxy, it generates this error:&lt;br /&gt;
&lt;br /&gt;
 MediaWiki internal error.&lt;br /&gt;
 Exception caught inside exception handler.&lt;br /&gt;
 Set $wgShowExceptionDetails = true; at the bottom of LocalSettings.php to show detailed debugging information.&lt;br /&gt;
&lt;br /&gt;
I saw on your user page that you're doing something with X-Forwarded-For headers.  Could be related?  All my access goes through a proxy, bypassing it is possible but difficult.  This is the only mediawiki-based site that I see this problem.&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/72.64.155.9|72.64.155.9]] 16:04, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Account problem ==&lt;br /&gt;
&lt;br /&gt;
Created April 17-24 2011, IP: 80.92.249.130. I don't remember password. Little help? tapem@yandex.ru&lt;br /&gt;
&lt;br /&gt;
== Help I Can't Remember Password ==&lt;br /&gt;
&lt;br /&gt;
Help me Briess. I can't remember my password. ;-; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 23:13, 19 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image upload ==&lt;br /&gt;
I've noticed that this wiki is going through many changes, and I'm starting to like it more than ever before. I'll wait it out. --[[User:Nagidal|Nagidal]] 17:00, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thanks for telling me that the upload works again. I'll try to upload my tileset soon. --[[User:Nagidal|Nagidal]] 18:31, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Campfirethanks ==&lt;br /&gt;
Thanks for moving '''Campfires''' to the 2012 version. I didn't realize that should be done.&lt;br /&gt;
&lt;br /&gt;
== Site Dump? ==&lt;br /&gt;
&lt;br /&gt;
Heyo, is there a compressed archive of the wiki as it is now? Because I'd love to be able to have an offline copy that I can update occasionally. You should try to find some program that can work with a compressed version of the archive, but still update it when new pages are added and such. Anyways, thank you for your time. Let me know if you have a compressed version sitting about!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A 1+ for this from me. I am frequently without net access and having the wiki with me would be a great help. [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi] looks promising as an offline viewer, I just need something to fill it with. --[[User:Plastefuchs|Plastefuchs]] 10:46, 29 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Community Portal ==&lt;br /&gt;
&lt;br /&gt;
Back in June last year, I added a &amp;quot;Community Portal&amp;quot; link to the navigation bar, only for you to remove it in November. Is there a particular reason why you removed the only visible link to the wiki's editing rules and conventions? --[[User:Quietust|Quietust]] 15:24, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Account deletion? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way that you could delete my account? - Nomen&lt;br /&gt;
&lt;br /&gt;
== How do you think about a German wiki?  ==&lt;br /&gt;
&lt;br /&gt;
That's Probably all ;D &lt;br /&gt;
&lt;br /&gt;
maybe I can help you (if you like to have a German wiki)&lt;br /&gt;
(if want to have a closer look ,sign me at: &amp;quot;kempe@live.de&amp;quot;)- MAKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9. April 2012&lt;br /&gt;
13:55 MESZ (11:55  UTC)&lt;br /&gt;
&lt;br /&gt;
== Something's wrong with the Advance world generation page. (The current version page) ==&lt;br /&gt;
&lt;br /&gt;
As we all know, there is ''almost'' always a page for topics regarding how the item being discussed in them work for the current version. Well, for some strange reason, the DF2012:Advanced world generation page seems to have some sort of strange issue, that prevents it from being made or edited. Since I'm a little too new with how this wiki works beyond the bare surface of editing, I simply didn't know who else to ask about fixing this.&lt;br /&gt;
&lt;br /&gt;
I sincerely hope that you will get this message, and fix the article as soon as possible. This is the page. [[DF2012:Advanced_world_generation]] There are pages for the previous versions, but not for the current version. Also, a link to a page about how to fix things like these would be nice. --[[User:Learner4|Learner4]] 19:36, 19 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Registration Spam==&lt;br /&gt;
Got this comment on my talk page, figured it might be more useful to you: --[[User:Quietust|Quietust]] 03:31, 4 June 2012 (UTC)&lt;br /&gt;
:Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:2.215.60.207|2.215.60.207]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Aquifers Tutorial==&lt;br /&gt;
I have published it by now. It's [[DF2012:Double-slit_method]]&lt;br /&gt;
&lt;br /&gt;
== Just letting you know ==&lt;br /&gt;
&lt;br /&gt;
Just in case you didn't see my post on the forum, I was able to sign up for the forum just fine now that you fixed the DNSBL. Just wanted to say thanks again!&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Zackman0010&amp;diff=174200</id>
		<title>User talk:Zackman0010</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Zackman0010&amp;diff=174200"/>
		<updated>2012-07-02T00:19:09Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: Created page with &amp;quot;I'm a relatively new DF player, but I try my hardest to provide accurate info where I can.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a relatively new DF player, but I try my hardest to provide accurate info where I can.&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174199</id>
		<title>v0.34 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174199"/>
		<updated>2012-07-02T00:17:57Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Environments effects on sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;humans camped at map edge for me too so i'll remove the verify tag&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 18:18, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments effects on sieges ==&lt;br /&gt;
&lt;br /&gt;
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 22:33, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --[[User:Dissimulation|Dissimulation]] 04:06, 23 June 2012 (UTC)&lt;br /&gt;
:I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- [[User:Qazmlpok|Qazmlpok]] 12:42, 23 June 2012 (UTC)&lt;br /&gt;
Another reason they may not be coming is my fort has very little created wealth/exported wealth due to lack of resources. About 190k created and 6k exported --[[User:Dissimulation|Dissimulation]] 12:48, 24 June 2012 (UTC)&lt;br /&gt;
Alright, the winter right after my exported was increased to 10k I recieved a Giant and then right after the giant a goblin siege. I'm going to test the theory that exported wealth effects sieges in another type of biome. --[[User:Dissimulation|Dissimulation]] 17:44, 24 June 2012 (UTC)&lt;br /&gt;
:If it has to do with exported wealth, then it's no where near 10k. I think it might have to do with the amount of time you've had the fortress. I normally start getting Goblin sieges around the 2nd or 3rd year of the fortress being alive. I can't remember what season, but I remember that once I had a siege end, a caravan (I think it was elven) arrive, then another siege begin all within 5 minutes of each other. Needless to say, that caravan was slaughtered. Anyway, I'm off topic. I only had 1-2k exported wealth that entire time. Maybe it's created wealth? My created wealth had 6 digits on it, but I can't remember exactly what it was. I wasn't really taking notes at the time. lol. --[[User:Zackman0010|Zackman0010]] 00:17, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Leader ==&lt;br /&gt;
&lt;br /&gt;
I saw this posted somewhere on the forums once, but I cannot remember where. In my world, after I killed the Goblin leader, no more mounts appeared the next siege. I added the 'Verify' to make sure it wasn't just a one time thing. I lost the fortress before a second mountless siege could arrive, so I can't test any further for now. If I manage to kill the leader again and I don't see any more mounts, I'll remove the 'Verify' myself if it isn't already removed. --[[User:Zackman0010|Zackman0010]] 02:15, 30 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=174197</id>
		<title>v0.34:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=174197"/>
		<updated>2012-07-02T00:11:46Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: Undo revision 174177 by 96.237.176.159 (talk) I've been having Goblin sieges at only about 2,300 exported wealth. Verified false.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
Caravans will not arrive at a besieged fortress.  It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way.  Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them.  Consider this when deciding how you set up your [[trade depot]] and how heavily to lean your economy on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the [[Embark]] site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
&lt;br /&gt;
You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
=== [[Goblin]] sieges ===&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves.&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of [[Troll]]s, [[Ogre]]s, or [[Cave dragon]]s that can [[Building destroyer|break buildings]].  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.&lt;br /&gt;
&lt;br /&gt;
They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s.  Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns. Mounts will no longer appear if you kill the Goblin leader. {{verify}} You can see if the Goblin leader is still alive by checking the Civilization menu ({{k|c}}).&lt;br /&gt;
&lt;br /&gt;
Potential mounts include:&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Rutherer]]&lt;br /&gt;
*[[Blind cave bear]]&lt;br /&gt;
*[[Giant bat]]&lt;br /&gt;
*[[Giant cave swallow]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Giant toad]]&lt;br /&gt;
&lt;br /&gt;
=== [[Elf|Elven]] sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;. Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== [[Human]] sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.  Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.&lt;br /&gt;
&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
=== [[Necromancer]] sieges ===&lt;br /&gt;
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive, if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=174142</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=174142"/>
		<updated>2012-07-01T05:35:22Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Scripts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Modding_guide&amp;diff=174105</id>
		<title>v0.34:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Modding_guide&amp;diff=174105"/>
		<updated>2012-06-30T21:11:42Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Creature materials and tissues */ fixed red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
This is intended to be a guide to inform those new to DF modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of both editing creatures, entities, materials et al, and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on a guide originally created for version 0.27.176.39c (originally put to type by one Teldin; page found [[40d:Modding guide|here]]) and then later was rewritten for 0.31.xx.xx by a few different authors, as per wiki tradition, and now its under 34.xx to hopefully add onto the current knowledge&lt;br /&gt;
&lt;br /&gt;
'''See also:''' [[:Category:DF2012:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: &amp;quot;graphics&amp;quot; (where you insert [[Graphics set repository|graphics sets]]), and &amp;quot;objects&amp;quot;, which contains all the data for generally everything in the game that is not hardcoded.&lt;br /&gt;
&lt;br /&gt;
Within the \raw\objects folder are a large number of text files - these are the [[raw file|raw files]], and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. It should look something like this:&lt;br /&gt;
&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file won't be parsed correctly by the game. You may have also noticed the file naming scheme - this is also important; files containing creatures have names starting with &amp;quot;creature_&amp;quot;, entity file names must begin with &amp;quot;entity_&amp;quot;, etc..&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an indentifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when adding objects. It makes removing mods far easier.&lt;br /&gt;
* If you want to edit an already-existing creature, always back up the files you plan on editing to a different location. Since v0.31.22, the game no longer loads backup files, but duplicate entries are still a very bad thing.&lt;br /&gt;
* When a new world is generated, all the raw files get copied into a \raw\ folder within the applicable save folder. If you want to change something within a world that's already been generated, you'll have to edit those files, not the ones in ~DF\raw\objects.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities... which are coincidentally what we'll be talking about next.&lt;br /&gt;
&lt;br /&gt;
== Modding civilizations (entities) ==&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilisations work - are stored in entity_default.txt (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and will therefore be the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect: later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelt. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelyhood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one was to type:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[entity token|here]]. Besides those mentioned, some fundamental ones are the CIV_CONTROLLABLE token, which lets you control the civ in fortress mode, the INDIV_CONTROLLABLE token, which allows you to play the civ in adventure mode as an outsider, and the ADVENTURE_TIER token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aformentioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the CIV_CONTROLLABLE token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little obfuscating at first, so I'll run through it. Let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
Here we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that the dwarf entity is told to cull all innapropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's percieved personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explaination.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. You can change nearly any aspect of a creature or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
=== Creature materials and tissues ===&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of bodyparts. These parts are defined in their own file, and we'll talk about them later. As a specific aspect of how creatures work which throws off a lot of prospective modders is the relationship between bodyparts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues. And those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by bodypart category (BY_CATEGORY), bodypart type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every bodypart). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all bodyparts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot;. And you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans come in. Detail plans, of course, have their own file, and they are designed to help automate some of the more common processes in creature creation. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by muscle, ARG4 by bone, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there's detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We declare the body stuff normally:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We then select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
=== Creature castes ===&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexual creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body stuctures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented (at least as not as well as the other object types), but you should be able to figure out most things by way of our explainations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explaination. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the adjectives used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen.&lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the bodypart in question is connected to a certain ''type'' of bodypart, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of bodypart tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].&lt;br /&gt;
&lt;br /&gt;
== Workshops ==&lt;br /&gt;
&lt;br /&gt;
Coming sooner rather than later&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
Coming later&lt;br /&gt;
&lt;br /&gt;
= Modding utilities =&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=28829.0 A list of many mods and community-developed utilities]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[Category:v0.31:Guides]]&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=174095</id>
		<title>v0.34:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=174095"/>
		<updated>2012-06-30T16:30:20Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Goblin sieges */ Added another mount that Goblins use.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
Caravans will not arrive at a besieged fortress.  It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way.  Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them.  Consider this when deciding how you set up your [[trade depot]] and how heavily to lean your economy on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the [[Embark]] site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
&lt;br /&gt;
You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
=== [[Goblin]] sieges ===&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves.&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of [[Troll]]s, [[Ogre]]s, or [[Cave dragon]]s that can [[Building destroyer|break buildings]].  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.&lt;br /&gt;
&lt;br /&gt;
They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s.  Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns. Mounts will no longer appear if you kill the Goblin leader. {{verify}} You can see if the Goblin leader is still alive by checking the Civilization menu ({{k|c}}).&lt;br /&gt;
&lt;br /&gt;
Potential mounts include:&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Rutherer]]&lt;br /&gt;
*[[Blind cave bear]]&lt;br /&gt;
*[[Giant bat]]&lt;br /&gt;
*[[Giant cave swallow]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Giant toad]]&lt;br /&gt;
&lt;br /&gt;
=== [[Elf|Elven]] sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;. Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== [[Human]] sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.  Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.&lt;br /&gt;
&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
=== [[Necromancer]] sieges ===&lt;br /&gt;
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive, if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174075</id>
		<title>v0.34 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174075"/>
		<updated>2012-06-30T02:15:55Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Goblin Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;humans camped at map edge for me too so i'll remove the verify tag&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 18:18, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments effects on sieges ==&lt;br /&gt;
&lt;br /&gt;
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 22:33, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --[[User:Dissimulation|Dissimulation]] 04:06, 23 June 2012 (UTC)&lt;br /&gt;
:I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- [[User:Qazmlpok|Qazmlpok]] 12:42, 23 June 2012 (UTC)&lt;br /&gt;
Another reason they may not be coming is my fort has very little created wealth/exported wealth due to lack of resources. About 190k created and 6k exported --[[User:Dissimulation|Dissimulation]] 12:48, 24 June 2012 (UTC)&lt;br /&gt;
Alright, the winter right after my exported was increased to 10k I recieved a Giant and then right after the giant a goblin siege. I'm going to test the theory that exported wealth effects sieges in another type of biome. --[[User:Dissimulation|Dissimulation]] 17:44, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Leader ==&lt;br /&gt;
&lt;br /&gt;
I saw this posted somewhere on the forums once, but I cannot remember where. In my world, after I killed the Goblin leader, no more mounts appeared the next siege. I added the 'Verify' to make sure it wasn't just a one time thing. I lost the fortress before a second mountless siege could arrive, so I can't test any further for now. If I manage to kill the leader again and I don't see any more mounts, I'll remove the 'Verify' myself if it isn't already removed. --[[User:Zackman0010|Zackman0010]] 02:15, 30 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174074</id>
		<title>v0.34 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174074"/>
		<updated>2012-06-30T02:15:31Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Goblin Leader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;humans camped at map edge for me too so i'll remove the verify tag&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 18:18, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments effects on sieges ==&lt;br /&gt;
&lt;br /&gt;
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 22:33, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --[[User:Dissimulation|Dissimulation]] 04:06, 23 June 2012 (UTC)&lt;br /&gt;
:I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- [[User:Qazmlpok|Qazmlpok]] 12:42, 23 June 2012 (UTC)&lt;br /&gt;
Another reason they may not be coming is my fort has very little created wealth/exported wealth due to lack of resources. About 190k created and 6k exported --[[User:Dissimulation|Dissimulation]] 12:48, 24 June 2012 (UTC)&lt;br /&gt;
Alright, the winter right after my exported was increased to 10k I recieved a Giant and then right after the giant a goblin siege. I'm going to test the theory that exported wealth effects sieges in another type of biome. --[[User:Dissimulation|Dissimulation]] 17:44, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Leader ==&lt;br /&gt;
&lt;br /&gt;
I saw this posted somewhere on the forums once, but I cannot remember where. In my world, after I killed the Goblin leader, no more mounts appeared the next siege. I added the 'Verify' to make sure it wasn't just a one time thing. I lost the fortress before a second mountless siege could arrive, so I can't test any further for now. If I manage to kill the leader again and I don't see any more mounts, I'll remove the 'Verify' myself if it isn't already removed. [[User:Zackman0010|Zackman0010]] 02:15, 30 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174073</id>
		<title>v0.34 Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Siege&amp;diff=174073"/>
		<updated>2012-06-30T02:12:14Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Goblin Leader */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;humans camped at map edge for me too so i'll remove the verify tag&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 18:18, 4 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments effects on sieges ==&lt;br /&gt;
&lt;br /&gt;
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 22:33, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --[[User:Dissimulation|Dissimulation]] 04:06, 23 June 2012 (UTC)&lt;br /&gt;
:I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- [[User:Qazmlpok|Qazmlpok]] 12:42, 23 June 2012 (UTC)&lt;br /&gt;
Another reason they may not be coming is my fort has very little created wealth/exported wealth due to lack of resources. About 190k created and 6k exported --[[User:Dissimulation|Dissimulation]] 12:48, 24 June 2012 (UTC)&lt;br /&gt;
Alright, the winter right after my exported was increased to 10k I recieved a Giant and then right after the giant a goblin siege. I'm going to test the theory that exported wealth effects sieges in another type of biome. --[[User:Dissimulation|Dissimulation]] 17:44, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin Leader ==&lt;br /&gt;
&lt;br /&gt;
I saw this posted somewhere on the forums once, but I cannot remember where. In my world, after I killed the Goblin leader, no more mounts appeared the next siege. I added the 'Verify' to make sure it wasn't just a one time thing. I lost the fortress before a second mountless siege could arrive, so I can't test any further for now.&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=174072</id>
		<title>v0.34:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Siege&amp;diff=174072"/>
		<updated>2012-06-30T02:09:40Z</updated>

		<summary type="html">&lt;p&gt;Zackman0010: /* Goblin sieges */  Added some info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
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'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
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Caravans will not arrive at a besieged fortress.  It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way.  Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them.  Consider this when deciding how you set up your [[trade depot]] and how heavily to lean your economy on imported goods.&lt;br /&gt;
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A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the [[Embark]] site finder when selecting your fortress site.&lt;br /&gt;
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=== Structure of a siege ===&lt;br /&gt;
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Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&lt;br /&gt;
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Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).&lt;br /&gt;
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After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
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It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
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Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
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You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
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=== [[Goblin]] sieges ===&lt;br /&gt;
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Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves.&lt;br /&gt;
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Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].&lt;br /&gt;
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Goblins sieges often include groups of [[Troll]]s, [[Ogre]]s, or [[Cave dragon]]s that can [[Building destroyer|break buildings]].  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
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Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.&lt;br /&gt;
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They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s.  Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns. Mounts will no longer appear if you kill the Goblin leader. {{verify}} You can see if the Goblin leader is still alive by checking the Civilization menu ({{k|c}}).&lt;br /&gt;
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Potential mounts include:&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Rutherer]]&lt;br /&gt;
*[[Blind cave bear]]&lt;br /&gt;
*[[Giant bat]]&lt;br /&gt;
*[[Giant cave swallow]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
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=== [[Elf|Elven]] sieges ===&lt;br /&gt;
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It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
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Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;. Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
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=== [[Human]] sieges ===&lt;br /&gt;
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Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.  Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
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Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.&lt;br /&gt;
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Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
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Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
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=== [[Necromancer]] sieges ===&lt;br /&gt;
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive, if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed.&lt;br /&gt;
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=== Bugs ===&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
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{{Military}}&lt;/div&gt;</summary>
		<author><name>Zackman0010</name></author>
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