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In ''Dwarf Fortress'', you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of [[creature]]s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility. Fortress layout, military organization and training, traps and more, all contribute to the overall "defense" and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.
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In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of [[creature]]s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility. Fortress layout, military organization and training, traps and more, all contribute to the overall "defense" and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.
  
 
There are three important things to consider when planning the defenses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.<br>
 
There are three important things to consider when planning the defenses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.<br>
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==Threats==
 
==Threats==
Danger comes in a variety of forms in ''Dwarf Fortress''. Understanding the diverse threats is the first step to keeping your dwarves alive.
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Danger comes in a variety of forms in Dwarf Fortress. Understanding the diverse threats is the first step to keeping your dwarves alive.
  
 
:*'''Wild animals'''
 
:*'''Wild animals'''
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==Elements of a defense==
 
==Elements of a defense==
  
''Dwarf Fortress'' is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.
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Dwarf Fortress is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.
  
A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent [[caravan]]s and [[migrant]]s from arriving, will kill [[liaison]]s, and prevent any desired outdoor activities. They may also cause lag by their relentless pathing. In addition, ''Dwarf Fortress'' players often find it enjoyable to perpetrate mass slaughter of invaders, rather than helplessly glare at them from inside their caves.
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A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to Dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent [[caravan]]s and [[migrant]]s from arriving, will kill [[liaison]]s, and prevent any desired outdoor activities. They may also cause lag by their relentless pathing. In addition, Dwarf Fortress players often find it enjoyable to perpetrate mass slaughter of invaders rather than helplessly glare at them from inside their caves.
  
 
For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are [[ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.
 
For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are [[ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.
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These are the [[wall]]s, [[floor]], [[fortification]]s and so on that create the [[archery tower|towers]] and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.
 
These are the [[wall]]s, [[floor]], [[fortification]]s and so on that create the [[archery tower|towers]] and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.
  
For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually ''reduces'' the range about 1:1.
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For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually reduces the range about 1:1.
  
 
=====Terrain=====
 
=====Terrain=====
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:: Consider a wall of fortifications, then further away from your fort a wall of Bars. Your marksmen are always adjacent to the Fortifications however the enemies can only ever get as a close as the bar wall. While the wall doesn't offer any extra protection it does stop the enemy at the fortification problem. Also can be achieved by a ditch in front of the fortification.
 
:: Consider a wall of fortifications, then further away from your fort a wall of Bars. Your marksmen are always adjacent to the Fortifications however the enemies can only ever get as a close as the bar wall. While the wall doesn't offer any extra protection it does stop the enemy at the fortification problem. Also can be achieved by a ditch in front of the fortification.
  
:Now that dwarves can climb 1z walls, it is possible for dwarves hiding behind fortifications to dodge ''over'' said fortifications when they come under enemy fire, even if that enemy fire is coming from the far side of the fortification. If you happen to have lava moat on the far side of your fortifications, this can lead to unforeseen Fun.
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:Now that dwarfs can climb 1z walls, it is possible for dwarfs hiding behind fortifications to dodge ''over'' said fortifications when they come under enemy fire, even if that enemy fire is coming from the far side of the fortification. If you happen to have lava moat on the far side of your fortifications, this can lead to unforeseen Fun.
  
 
=====Doors (& Hatches)=====
 
=====Doors (& Hatches)=====
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:Keep in mind that moats filled with water will freeze periodically in Temperate climates. This can work against you, letting the enemy cross it with ease and waltz right up to your defenses, but they can also work in your favor if the enemy happens to be swimming or treading on it as it freezes or thaws, respectively. A compromise would be if the moat and wall combination had at least five z-levels (preferably block walls) to climb above the water level; then the enemy would still have to climb.  
 
:Keep in mind that moats filled with water will freeze periodically in Temperate climates. This can work against you, letting the enemy cross it with ease and waltz right up to your defenses, but they can also work in your favor if the enemy happens to be swimming or treading on it as it freezes or thaws, respectively. A compromise would be if the moat and wall combination had at least five z-levels (preferably block walls) to climb above the water level; then the enemy would still have to climb.  
  
:A moat cuts off access for your dwarves as well, so a [[bridge]], one that raises or retracts, is usually included in the design. But a moat with a non-retractable bridge is still potentially useful; it keeps enemy archers away from your fortifications and it channels enemies into a narrow and potentially trap-ridden path.
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:A moat cuts off access for your dwarves as well, so a retractable- or drawbridge is usually included in the design. But a moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow and predictable path. A drawbridge without a moat can be a big remote control door, sealing an entrance when it's "up". (This doesn't work with retracting bridges.) However, an actual [[door]] activates immediately and is more suitable for smaller-scale one-tile doors.
  
=====[[Bridge|Bridges]]=====
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=====Bridges=====
:Bridges come in three forms - a permanent construction ''(e.g. a [[floor]] constructed over a void)'', a retractable bridge, and a drawbridge. The latter two types have a maximum size of 10x10 (including one solid "anchor" line of tiles at the base), and require linking to a lever before they are raised, lowered, or retracted. Until they are linked and moved, bridges will act as mere floor tiles.
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:Bridges come in 3 forms - a permanent construction ''(a [[floor]] or top of a [[wall]] built out over a void)'', a retractable bridge, and a drawbridge. The movable type have a maximum size of 10x10 (including one solid "anchor" line of tiles at the base), and require a lever and two mechanisms to link them to be raised. Permanent bridges can be designed or later modified to include the latter.
  
:A raising or retracting bridge over a deep trench is a simple and ''nearly'' air-tight defense - only flying creatures can pass over it. The raised bridge also blocks arrow fire for anything behind it. [[Channel]]s may be dug to form ditches or moats; be aware of what might exist or be planned for the next [[z-level]] down. For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting [[bridge]] over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)
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:A retractable/raise-able [[bridge]] over a deep trench is a simple and almost air-tight defense - only flying creatures can pass it (''once the bridge is raised''). The raised bridge also blocks arrow fire for anything behind it. [[Channel]]s may be dug to form ditches, or moats - be aware of what might exist or be planned for the next [[z-level]] down. For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting [[bridge]] over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)
  
:Bridges can throw creatures if they are caught standing on them when the bridge is raised or retracted. They are tossed some distance in a random direction, possibly injuring them upon their landing. Creatures underneath a drawbridge when it is lowered are [[Dwarven Atom Smasher|utterly annihilated]], making bridges a potential weapon.
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:Bridges can throw creatures a distance (in a random direction) when the bridge is raised/retracted, possibly injuring them on landing. Creatures on top of drawbridges will be utterly destroyed if they are flush against wall and have a floor tile above them, as will anything, friend, foe or object, on a floor that is covered when the drawbridge is lowered. This offensive use of drawbridges is known as the [[Dwarven Atom Smasher]].
  
:A drawbridge functions as a wall when it is in the "raised" position, sealing the passage one z-level it raises against. However, this doesn't work with retracting bridges. A raising drawbridge functions as big remote control door, sealing an entrance when it is "up". Consider this when choosing the direction a drawbridge will raise. As for its value as a door, an actual [[door]] activates automatically and immediately and is more suitable for smaller-scale one-tile passageways, whereas for your drawbridge "door", you will have to manually assign lever pulling jobs to open and close it.
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:A drawbridge works as a door when "raised", sealing the passage it raises against. Consider this when choosing the direction a drawbridge is to raise.
  
 
:There are three important things to remember:
 
:There are three important things to remember:
 
:# Always build the bridge to raise towards the ''inside'' (so that it completes your wall).
 
:# Always build the bridge to raise towards the ''inside'' (so that it completes your wall).
 
:# The [[lever]] has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier.
 
:# The [[lever]] has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier.
:# Water can freeze solid in cold weather, therefore the moat your bridge crosses over becomes solid terrain.
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:# Water can freeze solid in cold weather.
  
 
:Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.
 
:Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.
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Or, if you feel like being <strike>evil</strike> resourceful, you could attempt to get a dragon (good luck), and watch as goblins run towards it and get burned to ashes.  (Be careful not to ignite your dwarves!)
 
Or, if you feel like being <strike>evil</strike> resourceful, you could attempt to get a dragon (good luck), and watch as goblins run towards it and get burned to ashes.  (Be careful not to ignite your dwarves!)
 
Note that animals, like dwarves, will obey burrow restrictions and alerts. If no tasks are able to be done in the area where your defense animal is pastured, the animal itself will not fight back, and instead serve only as a punching bag for the invader(s).
 
  
 
===Siege engines===
 
===Siege engines===
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===Surface jobs===
 
===Surface jobs===
There are many times when dwarves want to work on the surface. [[Wood cutting]], [[Herbalist|gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or [[gem]]s, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.
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There are many times when dwarfs want to work on the surface. [[Wood cutting]], [[Herbalist|gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or [[gem]]s, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.
  
 
[[Burrow]]s are one option to handle civilian eagerness, but only [[squads|soldiers]] can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground.  
 
[[Burrow]]s are one option to handle civilian eagerness, but only [[squads|soldiers]] can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground.  
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===Water sources===
 
===Water sources===
Access to [[water]] can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a [[well]] or [[reservoir]] your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.
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Access to [[water]] can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.
  
 
Some water sources are good locations for [[fishing]], providing food during longer sieges.
 
Some water sources are good locations for [[fishing]], providing food during longer sieges.
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===Trade depot & caravans===
 
===Trade depot & caravans===
Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and their arrival is frequently accompanied by an ambush or a [[siege]]. If the merchants run into an enemy squad, they can be slaughtered before reaching your doors, and that hurts your reputation (as well as possibly causing your civilian dwarves to want to go running out and collect their dropped items). Consider sending heavily armored escorts when expecting a caravan (usually the middle of the third month of each season, except winter). Unless it's an elven caravan, it will have some guards escorting it, and you can take advantage of the distraction to attack an enemy from both sides, but keep in mind that if the merchants themselves are under attack, they will flee.
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Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and their arrival is frequently accompanied by an ambush or a [[siege]]. If the merchants run into an enemy squad, they can be slaughtered before reaching your doors, and that hurts your reputation (as well as possibly causing your civilian dwarfs to want to go running out and collect their dropped items). Consider sending heavily armored escorts when expecting a caravan (usually the middle of the third month of each season, except winter). Unless it's an elven caravan, it will have some guards escorting it, and you can take advantage of the distraction to attack an enemy from both sides, but keep in mind that if the merchants themselves are under attack, they will flee.
  
You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarves drag things to it faster, and leaves it to the caravan to do the hauling.
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You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarfs drag things to it faster, and leaves it to the caravan to do the hauling.
  
 
A common trade depot design involves ''two'' separately sealable paths: one from the outside to the depot, and the other from the depot to the inside of the fortress.  This "airlock" design helps keep your inner fortress safe even if the trade depot becomes compromised.
 
A common trade depot design involves ''two'' separately sealable paths: one from the outside to the depot, and the other from the depot to the inside of the fortress.  This "airlock" design helps keep your inner fortress safe even if the trade depot becomes compromised.
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===Levers===
 
===Levers===
Be careful where you place the [[lever]]s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarves, or both - near a [[Activity zone|meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time.  
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Be careful where you place the [[lever]]s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarfs, or both - near a [[Activity zone|meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time.  
  
 
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[attribute]]s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.
 
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[attribute]]s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.
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Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few [[bauxite]] can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.
 
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few [[bauxite]] can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.
  
For most starts, unless your embark location is very close to the mouth of an open [[volcano]] or you are starting in an [[evil]] biome, there should be no serious immediate threats. Unless you are at [[war]] with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarves and thieving animals that will target your valuables.
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For most starts, unless your embark location is very close to the mouth of an open [[volcano]] or you are starting in an [[evil]] biome, there should be no serious immediate threats. Unless you are at [[war]] with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarfs and thieving animals that will target your valuables.
  
 
====Striking the earth====
 
====Striking the earth====
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One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats.  
 
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats.  
  
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarves will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to many dozens. Start with something smaller for now, but plan on how to develop the entrance you want later.
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Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarfs will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to many dozens. Start with something smaller for now, but plan on how to develop the entrance you want later.
  
 
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...
 
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...
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====It's mine!====
 
====It's mine!====
Consider how you will secure your valuables, your entrance, and any land you want to claim as "dwarf only" - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[Activity zone|meeting area]]s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarves, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard "gate" that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].
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Consider how you will secure your valuables, your entrance, and any land you want to claim as "dwarf only" - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[Activity zone|meeting area]]s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarfs, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard "gate" that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].
  
 
====Inside vs. outside====
 
====Inside vs. outside====
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If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat & etc. from those corpses, just not breeding stock.)
 
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat & etc. from those corpses, just not breeding stock.)
  
As your dwarves create weapons, or you trade for them, or (later) as you [[goblinite|gather]] those of your fallen enemies, [[Trap#Weapon_Trap|weapon traps]] will become attractive. There is no hard rule or formula for all this - be creative.
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As your dwarfs create weapons, or you trade for them, or (later) as you [[goblinite|gather]] those of your fallen enemies, [[Trap#Weapon_Trap|weapon traps]] will become attractive. There is no hard rule or formula for all this - be creative.
  
 
====Complex traps====
 
====Complex traps====
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====Military====
 
====Military====
To start, you will probably have few if any full-time military standing guard over your dwarves - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarves can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarves as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See [[Military design]] for a more complete discussion on planning and deploying military and militia.
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To start, you will probably have few if any full-time military standing guard over your dwarfs - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarfs can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarfs as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See [[Military design]] for a more complete discussion on planning and deploying military and militia.
  
 
==Different philosophies==
 
==Different philosophies==
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===Losing is fun===
 
===Losing is fun===
There is no final "win" in ''Dwarf Fortress'', no end point or Easter egg that says "Congratulations!" - it just keeps going, until, inevitably and unavoidably, you will lose. That's part of the game. So it's all about how you play until then, and finding your type of fun in that process.  
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There is no final "win" in Dwarf Fortress, no end point or Easter egg that says "Congratulations!" - it just keeps going, until, inevitably and unavoidably, you will lose. That's part of the game. So it's all about how you play until then, and finding your type of fun in that process.  
  
 
==="Fun" vs. security===
 
==="Fun" vs. security===
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* Hunting requires chasing animals across the map, almost invariably far from home. For maximum safety, you're better off disabling your hunters.
 
* Hunting requires chasing animals across the map, almost invariably far from home. For maximum safety, you're better off disabling your hunters.
 
* Woodcutting requires trees to chop down, and trees grow on the surface. Once you discover the [[cavern]]s, you can build [[Tree farming|tree farm]]s underground to solve your wood needs.
 
* Woodcutting requires trees to chop down, and trees grow on the surface. Once you discover the [[cavern]]s, you can build [[Tree farming|tree farm]]s underground to solve your wood needs.
* Grazing livestock require grassy pastures. Again, once you discover the caverns, you can likewise establish pastures underground, on well-grown underground floor.
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* Grazing livestock require grassy pastures. Once you discover caverns, you can likewise establish pastures underground, on well-grown underground floor.
 
* Giving water to the wounded requires fresh water. Internalize your water supply with a [[well]].
 
* Giving water to the wounded requires fresh water. Internalize your water supply with a [[well]].
 
* [[Caravan]]s need to get in while ambushers and siegers need to stay out. Using the fact that wagons need a three-tile-wide path to your trade depot, you can place strategic constructions around the map to force them to always take one easily-defended route.
 
* [[Caravan]]s need to get in while ambushers and siegers need to stay out. Using the fact that wagons need a three-tile-wide path to your trade depot, you can place strategic constructions around the map to force them to always take one easily-defended route.

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