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{{Quality|Unrated}}
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{{Quality|Exceptional|13:23, 18 July 2014 (UTC)}}
 
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There are at least three basic factors to consider when designing your fort.
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There are many factors to consider when designing your fort.
* '''Security:''' Every fort needs some basic [[Security design|security]] measures, otherwise you won't survive the first serious [[kobold]] attack, much less a full-blown [[Siege|goblin siege]].
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* '''Security:''' Every fort needs some basic security measures.  Otherwise you won't survive the first [[elephant]] attack, much less a full-blown [[Siege|goblin siege]].
 
* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking.  A good fortress layout -- especially the proper placement of workshops and stockpiles -- can significantly reduce the time your dwarves spend walking.
 
* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking.  A good fortress layout -- especially the proper placement of workshops and stockpiles -- can significantly reduce the time your dwarves spend walking.
 
* '''Aesthetics:''' Hey, everybody wants a fortress that looks good.
 
* '''Aesthetics:''' Hey, everybody wants a fortress that looks good.
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In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.
 
In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.
  
Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s and [[water reactor]]s.
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Also, there are several [[Main:Blueprint Library|design idioms]] of common usage like [[pump stack]]s.
  
 
==Security==
 
==Security==
 
Everyone will have their own preferences regarding fortress defense and how to deal with undead, wildlife, hostiles and goblin invaders.  Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks.  A few security tips are given below.
 
Everyone will have their own preferences regarding fortress defense and how to deal with undead, wildlife, hostiles and goblin invaders.  Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks.  A few security tips are given below.
  
The single most important thing to remember is that in an emergency, your dwarves will be too panicked to react to orders.  Prepare for every type of threat (both military and engineering, in the form of floods or other [[Fun]]) ''before'' it finds you, or it will be too late.  
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The single most important thing to remember is that in an emergency, your dwarves will be too panicked to react to orders.  Prepare for every type of threat (both military and engineering, in the form of floods or other Fun) ''before'' it finds you, or it will be too late.  
  
 
===Walls===
 
===Walls===
[[File:DFwikiWallBlockingEntrance.png|thumb|right|A steel wall blocking a corridor]]
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Walls are, by far and away, the single most powerful tool you have to combat enemies. Walls are currently invincible against any known force but the mighty dwarven [[pick]]. Putting a wall between your vulnerable and valuable civilians (and the others, too, why not?) and the things trying to kill them is the highest priority you have.   
[[Wall]]s are, by far and away, the single most powerful tool you have to combat enemies. Walls are currently invincible against any known force but the mighty dwarven [[pick]]. Putting a wall between your vulnerable and valuable civilians (and the others, too, why not?) and the things trying to kill them is the highest priority you have.   
 
  
 
Building walls can take time and micromanagement, but building a maze (and stuffing it with traps) is a good way to slow invaders down, especially if you get forewarning from scouts.  The longer invaders take to reach you, the more time you have to get your militia in place.  However, since the advent of [[climb]]ing, keep in mind that just having 1-z-level walls are not enough. Place [[fortifications]] at the tops to stop climbers.
 
Building walls can take time and micromanagement, but building a maze (and stuffing it with traps) is a good way to slow invaders down, especially if you get forewarning from scouts.  The longer invaders take to reach you, the more time you have to get your militia in place.  However, since the advent of [[climb]]ing, keep in mind that just having 1-z-level walls are not enough. Place [[fortifications]] at the tops to stop climbers.
  
Digging ditches/[[moat]]s, then removing the ramps can also be useful as a faster method of creating impassable terrain for non-fliers, which have the added advantage of allowing [[Crossbowman|marksdwarves]] to shoot over them.  Easier still is just using the "natural walls" of a hill, and removing all the ramps on one side or the other of the hill while building walls between the gaps.  Climbing, however, makes this not enough for all circumstances.  Either carve or build unclimbable [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to climb.  
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Digging ditches/moats, then removing the ramps can also be useful as a faster method of creating impassable terrain for non-fliers, which have the added advantage of allowing marksdwarves to shoot over them.  Easier still is just using the "natural walls" of a hill, and removing all the ramps on one side or the other of the hill while building walls between the gaps.  Climbing, however, makes this not enough for all circumstances.  Either carve or build unclimbable [[fortifications]], or else dig another z-level down, and then dig two tiles under the rim of your platform to create an overhang that is impossible to climb.  
  
 
Excavating fortresses by digging them out naturally creates walls, and makes for easy defenses, since it is far easier to designate for digging than to build a wall.  Enclosed caves are also proof against flying monsters.  At first, you might simply dig into a wall and put up a door, but consider making a large, extended underground tunnel, or preferably several tunnels, all of which can be locked down, and then walling over your initial entrance so that you can force enemies to approach your fort on your terms, and at a time and place of your choosing.  If defenses in one tunnel don't work, lock it down, and leave a different one open, so that they have to run back through your killzone to try approaching a different one.
 
Excavating fortresses by digging them out naturally creates walls, and makes for easy defenses, since it is far easier to designate for digging than to build a wall.  Enclosed caves are also proof against flying monsters.  At first, you might simply dig into a wall and put up a door, but consider making a large, extended underground tunnel, or preferably several tunnels, all of which can be locked down, and then walling over your initial entrance so that you can force enemies to approach your fort on your terms, and at a time and place of your choosing.  If defenses in one tunnel don't work, lock it down, and leave a different one open, so that they have to run back through your killzone to try approaching a different one.
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Doors are important even within your fortress.  [[Tantrum]]ing dwarves are the bane of every established fort.  Having a way to segregate your dwarves so that they don't run into a dwarf on a rampage can save whole forts, much less individual lives.  Doors can also stop flooding, and act as bulkheads that isolate breaches if you accidentally flood your fort. Having secondary hallways to route around problem areas is also a sound strategy for making doubly sure your fortress can survive a breach of defenses.  If everything in your fort must travel through a single hallway or central staircase, anything that reaches that point can almost be guaranteed to kill your fort.
 
Doors are important even within your fortress.  [[Tantrum]]ing dwarves are the bane of every established fort.  Having a way to segregate your dwarves so that they don't run into a dwarf on a rampage can save whole forts, much less individual lives.  Doors can also stop flooding, and act as bulkheads that isolate breaches if you accidentally flood your fort. Having secondary hallways to route around problem areas is also a sound strategy for making doubly sure your fortress can survive a breach of defenses.  If everything in your fort must travel through a single hallway or central staircase, anything that reaches that point can almost be guaranteed to kill your fort.
 
[[File:DFwikiBridgeAndLever.png|thumb|right|A bridge, and a lever connected to it]]
 
  
 
For more security, place [[Bridge|drawbridges]] at all the entrances.  You don't need a moat; the bridge itself is sufficient since it functions as a wall when raised.  Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency.  Unfortunately, even drawbridges can be rendered inoperable in rare circumstances....
 
For more security, place [[Bridge|drawbridges]] at all the entrances.  You don't need a moat; the bridge itself is sufficient since it functions as a wall when raised.  Just be sure to connect it to a [[lever]] that your dwarves can access quickly ''and safely'' in an emergency.  Unfortunately, even drawbridges can be rendered inoperable in rare circumstances....
  
 
To have a dwarf ready to pull a lever in case of an ambush it's best to place them near the meeting hall. You can also make dedicated leverdwarves by turning off all their labors and assigning the levers to them. [[Vampires]] and [[necromancer]]s are very good for this job, as they do not require sleep, however their [[mood]] may be a problem because they will not drink anything. To avoid this, make sure you have a tavern keeper to give them alcohol.
 
To have a dwarf ready to pull a lever in case of an ambush it's best to place them near the meeting hall. You can also make dedicated leverdwarves by turning off all their labors and assigning the levers to them. [[Vampires]] and [[necromancer]]s are very good for this job, as they do not require sleep, however their [[mood]] may be a problem because they will not drink anything. To avoid this, make sure you have a tavern keeper to give them alcohol.
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Finally, don't forget about attackers from above and below!   
 
Finally, don't forget about attackers from above and below!   
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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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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.
 
  
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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===Traps===
 
===Traps===
[[File:DFwikiCorridorWithTraps.png|thumb|right|A serrated disc trap]]
 
 
[[Trap]]s are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Choke points at major entrances (including entrances to the [[caverns]]) make good trap locations. However, be warned that some enemies are immune to traps....
 
[[Trap]]s are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Choke points at major entrances (including entrances to the [[caverns]]) make good trap locations. However, be warned that some enemies are immune to traps....
  
 
Spikes/spear traps set to levers you order dwarves to repeatedly pull or attach to a repeater are capable of hurting creatures that can avoid traps, but require great stretches of killzone to operate effectively.   
 
Spikes/spear traps set to levers you order dwarves to repeatedly pull or attach to a repeater are capable of hurting creatures that can avoid traps, but require great stretches of killzone to operate effectively.   
  
Deliberately-induced [[Cave-in|cave-ins]], such as by linking a [[support|pillar]] to a lever, and dropping an otherwise unsupported wall, creates deadly dust that can knock even trap-immune creatures unconscious, which renders them vulnerable to ordinary traps.  Cage a titanic beast, and put it in your zoo for the kids to marvel at!
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Deliberately-induced cave-ins, such as by linking a pillar to a lever, and dropping an otherwise unsupported wall, creates deadly [[dust]] that can knock even trap-immune creatures unconscious, which renders them vulnerable to ordinary traps.  Cage a titanic beast, and put it in your zoo for the kids to marvel at!
  
 
Advanced dwarven techniques include methods of flooding and draining killzones with dangerous fluids like [[water]] or [[magma]], or both to [[obsidian]]-cast the problem, which is guaranteed to kill any physical threat in existence.  Other methods include controlled fires (often caused by controlled magma release).  These, however, are potentially very [[Fun]] tools, so be sure you understand what you are dealing with before you set yourself to it.  (Or just make it a learning experience when you mess up an early fort.  Hey, Fun IS fun, after all!)
 
Advanced dwarven techniques include methods of flooding and draining killzones with dangerous fluids like [[water]] or [[magma]], or both to [[obsidian]]-cast the problem, which is guaranteed to kill any physical threat in existence.  Other methods include controlled fires (often caused by controlled magma release).  These, however, are potentially very [[Fun]] tools, so be sure you understand what you are dealing with before you set yourself to it.  (Or just make it a learning experience when you mess up an early fort.  Hey, Fun IS fun, after all!)
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If you want to rely on marksdwarves, consider fortress entrance designs that favor their method of attack.  Make the only entrance a snaking series of bridges that force invaders to zig-zag in front of your marksdwarves.  If that doesn't provide enough time to kill them all, stack several floors of snaking bridges, and let your marksdwarves simply climb a couple stairs to get to the next killzone between rounds.  If you rely heavily on marksdwarves, remember that sieges can also contain elite archers that fire through fortifications.  Prepare a 1-tile-wide drawbridge "shutter" that can block sight in front of the fortifications to protect vulnerable marksdwarves or allow for recovery of the wounded if you want to try out-shooting an elite archer.   
 
If you want to rely on marksdwarves, consider fortress entrance designs that favor their method of attack.  Make the only entrance a snaking series of bridges that force invaders to zig-zag in front of your marksdwarves.  If that doesn't provide enough time to kill them all, stack several floors of snaking bridges, and let your marksdwarves simply climb a couple stairs to get to the next killzone between rounds.  If you rely heavily on marksdwarves, remember that sieges can also contain elite archers that fire through fortifications.  Prepare a 1-tile-wide drawbridge "shutter" that can block sight in front of the fortifications to protect vulnerable marksdwarves or allow for recovery of the wounded if you want to try out-shooting an elite archer.   
  
Some players also like to place a [[Barracks|training barracks]] near the entrance to the fort so that the militia can quickly respond to attackers. Putting it outside is even better as it also prevents cave adaption on your soldiers which can give you an edge in a siege, as more serious cases of cave adaptation severely cut the speed of the affected dwarf. If you don't let your military dwarves outside that often, let them fight in the shade; Make your staging area underground, and just wait for the siege to roll into your staging area, instead.
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Some players also like to place a [[Barracks|training barracks]] near the entrance to the fort so that the militia can quickly respond to attackers. Putting it outside is even better as it also prevents cave adaption on your soldiers which can give you an edge in a siege, as more serious cases of cave adaption severely cut the speed of the affected dwarf. If you don't let your military dwarves outside that often, let them fight in the shade; Make your staging area underground, and just wait for the siege to roll into your staging area, instead.
  
 
Staging areas can also come with some extra help - a cage filled with every random potentially dangerous creature you don't need pastured can, when released, provide a massive (and potentially hilarious) distraction.  Even a barrage of 40 kittens can bog down invaders enough that a lone swordsdwarf can fight enemies one-by-one.
 
Staging areas can also come with some extra help - a cage filled with every random potentially dangerous creature you don't need pastured can, when released, provide a massive (and potentially hilarious) distraction.  Even a barrage of 40 kittens can bog down invaders enough that a lone swordsdwarf can fight enemies one-by-one.
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==Aesthetics==
 
==Aesthetics==
[[File:DFwikiSymmetry.png|thumb|220px|two symmetrical rooms]]
 
 
Aesthetics are completely subjective, of course, but it's still something you may want to consider when designing your fort.
 
Aesthetics are completely subjective, of course, but it's still something you may want to consider when designing your fort.
 
* Symmetry is often the ''easiest'' path to visual appeal, but it may be hard to balance with function. Asymmetry can look great but requires more skill to look graceful.
 
* Symmetry is often the ''easiest'' path to visual appeal, but it may be hard to balance with function. Asymmetry can look great but requires more skill to look graceful.

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