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For more established forts, placing any sort of non-eating domestic animal in a 1-tile pasture on top of a grate that allows it to look downwards, or behind windows from a single z-level above the hallways protects your stalwart watch-geese so that you don't have to keep sending out more replacement dogs.  Save the good war animals for a "Doberman Bomb" (cage linked to a release lever) that unleashes dozens of animals on invaders at once, rather than letting the invaders murder your dogs one at a time.
 
For more established forts, placing any sort of non-eating domestic animal in a 1-tile pasture on top of a grate that allows it to look downwards, or behind windows from a single z-level above the hallways protects your stalwart watch-geese so that you don't have to keep sending out more replacement dogs.  Save the good war animals for a "Doberman Bomb" (cage linked to a release lever) that unleashes dozens of animals on invaders at once, rather than letting the invaders murder your dogs one at a time.
  
===Caravan security===
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Is your trade depot going to be inside or outside your main line of defenses?  This is another factor to consider when designing your fort. Although you don't have to protect the traders, their [[civilization]]s might hold your fortress responsible for any casualties.
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Hello...
  
Consider that merchants may go [[insane]] if kept in place, or if they get affected with a [[syndrome]], so it is possibly best to have a means of segregating the rest of your fort from the trade depot, like a drawbridge-wall. At the same time, you need to load goods into and out of the depot quickly, so it should be near major stockpiles and where your haulers usually spend their time.
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We hope you find this message quite useful ...
  
A [[caravan]] needs a 3-tile-wide entrance (preferably a [[road]] where you aren't placing traps to prevent a [[tree]] from growing in the path) so they tend to complicate defenses.  Consider using a retractable drawbridge to allow/disallow certain entrance and exit routes from your fort.  An "elevated highway" exit from your fortress that is only accessible after throwing a switch leaves an exit that allows merchants to leave in safety if a siege happens while they are trading, but entrance paths need to be kept clear, regardless. [[Siege]]s and [[ambush]]es only start from map edges that can path to your dining hall, while a caravan starts from areas that path to a valid trade depot. If you use drawbridges to cut off access to your fort from the trade depot until after the caravan passes (and you raise) a drawbridge that cuts off outsider access to the trade depot, and you then let down a drawbridge to an elevated walkway that normally grants access to nothing, you can generally ensure no [[ambush]] will follow your trading partners in. (Although the degree of engineering may force you to wait several years...)
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This message is informative ... and aims to inform you about a very beautiful and luxurious property for sale in Greece.
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At the same time, this message comes to inform you about some new sites that we have created and that we will often add properties, which are for sale and which of course are located in Greece.
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Most properties have direct contact with the owners and a few properties may be mediated by Greek brokers.
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Do not forget talking about Greece, in fact we are talking about a country that has almost 10 months of the year summer and sun ...
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If you want to keep the address of the site that serves you best and often watch for new listings of real estate ... surely you can take advantage of these properties by finding interested buyers and make enough money in every case of sale ...
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China: https://bit.ly/36aamXT
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Arabia: https://bit.ly/30drubx
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Yours sincerely
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Marios Georgakopoulos
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*** Contact details (phone and email) you will find by clicking on the link above and going to the site, in the ad ... Thanks for understanding ...
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Greek - Greece
  
 
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===Traps===

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