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− | + | {{Quality|Superior|04:43, 3 December 2017 (UTC)}} | |
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+ | {{New in|0.44.01}} | ||
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− | + | '''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. | |
− | + | == Raids and explorations == | |
− | + | A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations. | |
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− | + | Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection. | |
− | + | Raids come in multiple flavors, these being the standard "'''raid'''", "'''pillage'''" and "'''raze'''", "'''demand tribute'''", "'''conquer'''", and "'''demand surrender'''". | |
− | + | '''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage. | |
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=== Raid === | === Raid === | ||
− | In a raid, your dwarves will | + | In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. |
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=== Pillage === | === Pillage === | ||
− | On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot | + | On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. |
=== Raze === | === Raze === | ||
− | When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot | + | When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Like pillaging, a razing mission uses the military tactics skill. |
=== Tribute === | === Tribute === | ||
− | Demanding | + | Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as beak dogs for instance. Yearly tributes usually happen at the beginning of a season and may be arranged at any season, including winter. Demanding tribute is one of the few ways to "contact" another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards. |
=== Conquer === | === Conquer === | ||
− | Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always | + | Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demand surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones. |
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− | + | If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, "after a polite discussion with rivals". (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of Dwarf Fortress (in worldgen and afterwards). | |
− | + | You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns). | |
== Artifact/Citizen recovery == | == Artifact/Citizen recovery == | ||
− | An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. | + | An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''. |
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− | If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''. | ||
− | You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain "prisoners" that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. | + | You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain "prisoners" that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands. |
− | Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible | + | Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data. |
− | == | + | == Squad selection == |
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− | + | Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it. | |
− | + | Once an active mission has one or more squads assigned to it, the dwarves in those squads will automatically prepare themselves and leave the map's edge. | |
− | + | == Variation of Loot == | |
− | + | Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock. Raiding [[elves]] will result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable. | |
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== Other notes == | == Other notes == | ||
− | * | + | * Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen. |
− | * When a squad returns from a mission, an announcement to the effect of "<squad name> has returned" will be generated, and a mission [[report]] will be visible in the | + | * When a squad returns from a mission, an announcement to the effect of "<squad name> has returned" will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed. |
* Pets and other animals on missions can be killed or injured. | * Pets and other animals on missions can be killed or injured. | ||
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* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]]. | * Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]]. | ||
− | * Receiving | + | * Receiving tribute from a site can establish peace with that civilization, at least temporarily. |
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests. | * [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests. | ||
− | * [[ | + | * Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. |
− | + | * Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. | |
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− | * Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. | ||
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate. | * Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate. | ||
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== Mission reports == | == Mission reports == | ||
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* (Your forces) rampaged throughout (site) | * (Your forces) rampaged throughout (site) | ||
* (Your forces) defeated (site government) and took over (site) | * (Your forces) defeated (site government) and took over (site) | ||
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==Bugs== | ==Bugs== |