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Along with additional mission options for raiding, pillaging, and razing: | Along with additional mission options for raiding, pillaging, and razing: | ||
− | :* '''Free''' captives | + | :* '''Free''' captives belong to your civilization |
:* '''Release''' other prisoners | :* '''Release''' other prisoners | ||
:* '''Take''' important treasures (referring to artifacts) | :* '''Take''' important treasures (referring to artifacts) | ||
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:* '''Steal''' livestock | :* '''Steal''' livestock | ||
− | All of which are toggled via clicking, green being the "toggled on" color | + | All of which are toggled via clicking, green being the "toggled on" color. |
'''Neighboring Civilizations:'''<br> | '''Neighboring Civilizations:'''<br> | ||
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=== Raid === | === Raid === | ||
− | In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. | + | In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}} |
'''Note:''' | '''Note:''' | ||
− | * Raiding a site of a civilization you are at | + | * 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. |
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427] | * A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427] | ||
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=== 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 according | + | 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 according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging. |
=== Tribute === | === Tribute === | ||
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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). | 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) | + | 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). |
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== 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. Particularly hard to find artifacts may take upwards of 3 years to find. | + | 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. Particularly hard to find artifacts may take upwards of 3 years to find. 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. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands. | 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. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands. |