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Sites will either let you "click to '''raid'''" or "click to explore" The sites you can "click to raid" are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding).  
 
Sites will either let you "click to '''raid'''" or "click to explore" The sites you can "click to raid" are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding).  
  
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.
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An '''exploration''' is essentially a raid on any ''unoccupied'' site. There fewer options compared to site you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.
  
 
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site ("a short trip", "a day's travel", etc.), the race, population, and your current political state (peace, neutral, allied, etc.).  
 
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site ("a short trip", "a day's travel", etc.), the race, population, and your current political state (peace, neutral, allied, etc.).  
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Along with additional mission options for raiding, pillaging, and razing:
 
Along with additional mission options for raiding, pillaging, and razing:
  
:* '''Free''' captives that belong to your civilization
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:* '''Free''' captives belong to your civilization
 
:* '''Release''' other prisoners
 
:* '''Release''' other prisoners
 
:* '''Take''' important treasures (referring to artifacts)
 
:* '''Take''' important treasures (referring to artifacts)
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:* '''Steal''' livestock
 
:* '''Steal''' livestock
  
All of which are toggled via clicking, green being the "toggled on" color. Notably, your dwarves can only carry so many items back to your fortress, so sending more dwarves will generally result in more loot.
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All of which are toggled via clicking, green being the "toggled on" color.  
  
 
'''Neighboring Civilizations:'''<br>
 
'''Neighboring Civilizations:'''<br>
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=== Raid ===
 
=== Raid ===
  
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill.
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In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. {{verify}}
  
 
'''Note:'''  
 
'''Note:'''  
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.
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* Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.
 
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]
 
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]
  
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=== Raze ===
 
=== Raze ===
  
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according to mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.
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When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.
  
 
=== Tribute ===
 
=== Tribute ===
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If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, "after a polite discussion with rivals". (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).
 
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, "after a polite discussion with rivals". (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).
  
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns). It is, however, a useful way of getting rid of a discontented dwarf or annoying noble without having to arrange for an [[unfortunate accident]] or exiling their entire family. Non-citizens who are resident soldiers and part of your raiding squad can be selected as the administrator of the conquered site. However, your messenger cannot request for non-citizen soldiers to be returned. The occupied site will still be considered one of your holdings even if the administrator is not one of your citizens. It is therefore possible to recover all citizens of a squad who have been sent to demand a surrender and only the militia captain is required to be a citizen.
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You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).
 
 
If merchants belonging to your civilization are visiting a site you have conquered then your messenger can be sent to request that they join your fortress.
 
  
 
== Artifact/Citizen recovery ==  
 
== Artifact/Citizen recovery ==  
  
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find.  
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An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.
 
 
If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.
 
  
 
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain "prisoners" that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.
 
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain "prisoners" that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.

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