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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.
 
There are at least three basic 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 design|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==
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===Walls===
 
===Walls===
[[File:DFwikiWallBlockingEntrance.png|thumb|right|A steel wall blocking a corridor]]
 
 
[[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.   
 
[[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.   
  
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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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===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....
  
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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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