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v0.31:Military
The military is one of the most important aspects of a successful fortress. Even with many Template:L, Template:Ls and Template:L, your military will still need to fend off Template:L Template:Ls, Template:Ls, Template:Ls, and fiendish Template:L Template:L. Turning your dwarves from useless migrants into bloodthirsty killing machines never hurts (unless you're the enemy).
See also:
- A Template:L to the military interface. (now largely incorporated into this article)
- For a general overview of threats and considerations for fortress defense, see the Template:L
- For specific suggestions on the physical defenses that will defend your military, see Template:L.
- For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see Template:L.
Creating a Military
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.
For quick reference: from the main menu the military screen is accessible through the m key, the squads screen is accessible through the s key, the points/routes/notes screen is accessible through the N key, and the Template:L screen is accessible through the w key.
Forming Squads
Before you can do anything with your military you will want to go into the noble screen (n) and designate a Template:L. Subsequent squad leaders can also be designated through the nobles screen; once you designate a militia commander it will open up a slot for a Template:L, and once you designate one of those it opens another captain slot, etc. These roles are all functionally equivalent.
When you have designated a commander/captain, going to the military screen will show that dwarf under the "Squads/Leaders" heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be thrust into the position. Creating the squad moves the the display of the dwarf from the civilian heading to the squad heading. You can then fill out the squad with any civilian in the fort. It appears that no more than ten dwarves can be assigned to any one squad. No dwarves can be assigned under your militia commander; he is a squad of his own.
Equipment, Uniforms, and the Arsenal Dwarf
In the military screen, press n to open the uniforms tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want and add or remove items from any uniform set by navigating this menu. Uniform templates are only created in this tab, not applied.
While still in the military screen, press e to open the equipment tab. The default sub-tab, 'View/Customize will be open. In this screen you can select individual dwarves and apply individual pieces of equipment to them, from Armor, Leggings, Helms, Gloves, Boots, Shields, and Weapons, as well as Material and Color depending on the piece of equipment highlighted. To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (eg. 'specific armor' in the Armor field); for your convenience highest-quality equipment is listed first.
To apply your preset uniform templates, press U in the equipment tab to open the Assign Uniforms sub-tab and move the selector to the Position Uniform header. Pressing enter will apply the selected uniform to the individual dwarf of your choosing, and shift+enter will apply the selected uniform to the entire squad.
For ranged soldiers, open the ammunition (f) tab and assign them something from there. If you don't care what they use, you still need to give them ammo - just pick 'bolts' and it will default to any bolts they can find.
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an Template:L (designated in the nobles screen) to manage your armory. The arsenal dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a Template:L, an arsenal dwarf will need to sign off on equipment changes before they can be made.
Note that if you don't have an option for arsenal dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an arsenal dwarf when you need one.
Directing Squads
Getting your military to actually do something is a lot more difficult than it once was; gone are the days of simply designating a barracks and letting your recruits have at it. It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give kill orders to attack one or more specific targets, or follow patrol routes and stations with greater accuracy.
Alert levels
The alert level is a fundamental concept of military management. In each alert level, you can program instructions for your military and/or civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year. By default, your squads will all be set to 'Inactive' and will do nothing unless you cycle their alert to 'Active/Train'. You will need to make more alerts if you want them to do anything more complicated than this.
Your entire fortress is always set to exactly one civilian alert level. This restricts where civilians, any non-military dwarf in the entire fort, may go. To define the restriction area, you must first create a Template:L encompassing the area you want to restrict your civilians to. Then, go to the alert screen (a in the military screen), create a new alert level (you can Name it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the rightmost pane. Multiple burrows may be selected.
Individual squads can be set to a certain alert by highlighting the appropriate alert level, then selecting the correct squad in the central pane and pressing enter. You can also select a squad's alert level by pressing s to open the squads menu, a to select a squad, and t to scroll through alerts. You can change the currently active civilian alert level by pressing enter while the correct alert level is highlighted. Squads and civilians can only be set to one alert level at a time, so selecting one alert level for a group removes them from the former alert.
Scheduling
Each squad can be given a schedule to follow for an entire year, broken up by month. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The scheduling screen can be accessed by pressing s in the military screen.
On the main scheduling page you will see a list of months on the left side and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the secondary page up/down keys (by default / and *). You can use the secondary up/down keys (by default + and -) to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate the month list, and the left/right arrow keys to navigate between squads. The orders in the currently selected cell are displayed in blue towards the bottom of the screen.
When you've highlighted a cell, press tab to switch focus to this order list. From here, you can press e to edit the standing orders or o to give a new one. Both will open to the Give Orders screen. Pressing o will scroll through and change the order type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate Template:L, station, or route. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to (in the left pane) and press enter. It should now be highlighted in green.
Orders have a soldier-based criteria that must be filled for the order to take effect. Using the secondary up/down keys you can choose how many soldiers must be in a squad minimum for the order to activate; by default this number is ten. You can also select specific positions within the squad in the right pane to set those positions as 'preferred' - the order will try and apply when the dwarves in those positions are active. When you are done, press shift+enter to save the order and return to the schedule screen. If desired, multiple order criteria can be set for each month.
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one.
By pressing shift+tab in the scheduling screen, you can flip the display of the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.
Warning: Dwarves who are permanently on-duty with no downtime have been observed to begin to starve themselves keeping to the rigorous schedule, and thus grow unhappy. Do you really want to find out how much damage that practice spear can do? To allow some of your dwarves to go sleeping when they need, you need to lower the minimum number of dwarves of the squad that need to follow the current order at any time in the order criteria as listed above. You want the criteria to be at least 1 or 2 dwarves less than the current number of dwarves in your squad. This will change the limit for the current month only, so use the copy/paste feature to update every month.
The orders are listed below as follows:
Inactive
When dwarves are in the military but not on active duty, dwarves with good self-discipline will visit the barracks and train themselves in their spare time - if you see a dwarf doing "Individual training" when you have them off-duty, that's what's happening.
Training
For your dwarves to train a Template:L must be designated. This can be done through using q to examine an appropriate building and assigning it as a barracks. Previously only beds, armor stands, and weapon racks could be designated as barracks, but many storage objects are now eligible. There is a new 'Position' option that allows you to assign specific beds/storage to specific dwarves. If dwarves aren't assigned anything in particular they'll just use whatever they feel like, as per normal.
When being viewed, barracks can now be named, used for sleeping, training, or indiv eq. and squad eq. You can choose if a squad trains in one place and sleeps in another, or in multiple, and so on. Multiple squads can overlap with one barracks.
To get marksdwarves to train in any way other then bashing each other with their crossbows, they must have quivers and an archery range. Archers will no longer fire bolts without a quiver to store them in (ie. they will not hold a single stack in their hand). The archery range that is set up for the squad via building an archery target and listing it as a training area for that squad.
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (Which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.
Defend Burrows
After a Template:L has been created in the w menu, you can order your dwarves to defend it. If an enemy enters the burrow (and is not hiding) the assigned squads will be alerted and attack it. It is unknown if a soldier defending a burrow is limited to his line-of-sight or is simply aware that an enemy is present.
Stations
Stations are set in the Notes menu. Simply place a point where you want a squad to stand, give it a name if you want to be able to find it quickly, then open the scheduling menu and set your chosen squad to be Stationed and select the station you want.
Routes
Routes are made by combining stations. Once you have stations set along your desired route (at least two stations are necessary), hit routes while in the Notes menu. add a route, name it something appropriate, then edit its waypoints. You need to add the points in the same order you want the dwarves to follow. They'll loop back to the initial point when they reach the last one. Waypoints can no longer be arbitrarily made; only stations can be selected as waypoints.
Direct Command (Kill Orders)
The kill command allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves if things are getting desperate.
In the squad menu, you can press either a/b/c/etc to select the squad that will execute the kill order, or hold shift to select multiple at once. You may press p if you want to toggle between having an individual dwarf or the squad perform the kill order. After selecting your dwarves will execute the kill order, press k to "Attack".
Now you have several options: you can move the cursor to what you want to attack and press enter, press list and select what you want to attack from a list, or rectangle to select an area of things you want dead. Upon pressing enter your dwarves will happily run off to execute the order by executing the target. To cancel this order, press o while in the squad screen and selecting the appropriate squad/order.