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==Checking for threats==
 
==Checking for threats==
  
The earliest (indeed, potentially immediate) source of fun is dangerous wild animals, so the first order of business is [[Quickstart guide#Surveying the Area|check your surroundings]] for threats. Don't unpause! On a nice embark the animals will be reassuringly mundane, though some of the [[Tiger|predators]] and [[Rhinoceros|larger species]] are still quite willing and able to send your fortress to an early grave, and others will [[Steals items|pilfer]] your supplies given the chance. In savage surrounds, you should particularly beware [[Giant kea|giant versions of usually-harmless critters]]. If in doubt, check the wiki to assess the threat level.
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The earliest (potentially immediate) source of fun is dangerous wild animals, so the first order of business is [[Quickstart guide#Surveying the Area|check your surroundings]] for threats. Don't unpause! On a nice embark the animals will be reassuringly mundane, though some of the [[Tiger|predators]] and [[Rhinoceros|larger species]] are still quite willing and able to send your fortress to an early grave, and others will [[Steals items|pilfer]] your supplies given the chance. In savage surrounds, you should particularly beware [[Giant kea|giant versions of usually-harmless critters]]. If in doubt, check the wiki to assess the threat level.
  
 
Keeping tabs on the wildlife isn't much of an overhead, so you should make a regular habit of checking what's on the prowl under "Other" in the [[Unit list]]. Only one species of wild animal will [[Creature#Spawning|appear]] on your map at a time, usually in small groups, and hang around for quite a while (of the order of months). Eventually, they'll wander off the edge and be replaced by something potentially much [[Ambusher#Caveats|worse]]. In addition, if there's nothing currently roaming the surface, don't become complacent: rest assured, ''something'' will turn up before long.
 
Keeping tabs on the wildlife isn't much of an overhead, so you should make a regular habit of checking what's on the prowl under "Other" in the [[Unit list]]. Only one species of wild animal will [[Creature#Spawning|appear]] on your map at a time, usually in small groups, and hang around for quite a while (of the order of months). Eventually, they'll wander off the edge and be replaced by something potentially much [[Ambusher#Caveats|worse]]. In addition, if there's nothing currently roaming the surface, don't become complacent: rest assured, ''something'' will turn up before long.
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* Designate your wagon for removal, so you can use its logs. This is a job for your carpenter, so don't go distracting them with any tree-felling jobs or anything.
 
* Designate your wagon for removal, so you can use its logs. This is a job for your carpenter, so don't go distracting them with any tree-felling jobs or anything.
 
* Turn off your miners' hauling labours - mining is going to be their highest priority for some time to come.
 
* Turn off your miners' hauling labours - mining is going to be their highest priority for some time to come.
* Turn ''on'' the brewing [[Labor|labour]] on your herbalist/woodcrafter, for later
 
 
* Change some [[Standing orders]]:
 
* Change some [[Standing orders]]:
 
** Only farmers {{K|h}}arvest, so they level up faster
 
** Only farmers {{K|h}}arvest, so they level up faster
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[[File: 1_entrance_tile.png]]
 
[[File: 1_entrance_tile.png]]
 +
  
 
As a side note, it's fairly simple to adapt this fortress design to tunnelling straight into the side of a slope, but read ahead first to make sure you understand the principles.
 
As a side note, it's fairly simple to adapt this fortress design to tunnelling straight into the side of a slope, but read ahead first to make sure you understand the principles.
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[[File: 2_grazing_pasture.png]]
 
[[File: 2_grazing_pasture.png]]
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Yes, it overlaps with the fortress entrance, but that won't be a problem because pastures and creatures don't block movement. This size should be plenty big enough to prevent over-grazing, which can be a concern. Your animals will generally stay within its boundaries, though occasionally will wander (or get spooked) and need to be dragged back. Later, we'll move our livestock inside for safety.
 
Yes, it overlaps with the fortress entrance, but that won't be a problem because pastures and creatures don't block movement. This size should be plenty big enough to prevent over-grazing, which can be a concern. Your animals will generally stay within its boundaries, though occasionally will wander (or get spooked) and need to be dragged back. Later, we'll move our livestock inside for safety.
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There's one more activity zone to designate: a meeting area, where idle dwarves and animals without pastures will tend to congregate. Obviously we'd rather this was near the entrance, so they can quickly bolt to safety if needed. The easiest thing to do is just add "Meeting area" to the zone settings of your grazing pasture. Since we don't have many animals and your dwarves won't be idle much, there should be enough room to avoid over-crowding, which can cause animals to lash out.
 
There's one more activity zone to designate: a meeting area, where idle dwarves and animals without pastures will tend to congregate. Obviously we'd rather this was near the entrance, so they can quickly bolt to safety if needed. The easiest thing to do is just add "Meeting area" to the zone settings of your grazing pasture. Since we don't have many animals and your dwarves won't be idle much, there should be enough room to avoid over-crowding, which can cause animals to lash out.
  
Now it's time for a few [[Stockpile]]s. Don't worry if a few trees get in the way - the stockpiles should be large enough to spare a few tiles, and we'll cut them down soon enough, at which point you can re-designate the stockpiles.
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Now it's time for a few [[Stockpile]]s. Don't worry if a few trees get in the way - the stockpiles should be large enough to spare a few tiles, and we'll cut them down and re-designate the stockpiles soon enough.
  
 
First, you'll want a good-sized wood stockpile. In this diagram, the wood stockpile overlaps with the map centroid, so remember where that is:
 
First, you'll want a good-sized wood stockpile. In this diagram, the wood stockpile overlaps with the map centroid, so remember where that is:
  
 
[[File: 3_wood_stockpile.png]]
 
[[File: 3_wood_stockpile.png]]
 +
  
 
Next, we'll make a corpse stockpile, placed like so:
 
Next, we'll make a corpse stockpile, placed like so:
  
 
[[File: 4_corpse_stockpile.png]]
 
[[File: 4_corpse_stockpile.png]]
 +
  
 
In addition, go into the corpse stockpile settings and enable the [[Refuse]] category. However, only ''some'' refuse is useless: turn off all refuse options, then turn on "Item Types", "Corpses" and "Body Parts". Under "Item Times", disable "Fresh Raw Hide", because this can be turned into leather and belongs near your tannery.
 
In addition, go into the corpse stockpile settings and enable the [[Refuse]] category. However, only ''some'' refuse is useless: turn off all refuse options, then turn on "Item Types", "Corpses" and "Body Parts". Under "Item Times", disable "Fresh Raw Hide", because this can be turned into leather and belongs near your tannery.
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[[File: 5_food_stockpile.png]]
 
[[File: 5_food_stockpile.png]]
 +
  
 
Then go into the settings and enable "Furniture/Siege Ammo", "Finished Goods", "Weapons/Trap Comps", and "Cloth". This will be plenty of room for all the goods from your wagon, plus a few extra items we'll generate before our underground storage is ready.
 
Then go into the settings and enable "Furniture/Siege Ammo", "Finished Goods", "Weapons/Trap Comps", and "Cloth". This will be plenty of room for all the goods from your wagon, plus a few extra items we'll generate before our underground storage is ready.
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[[File: 6_ramp_1.png]]
 
[[File: 6_ramp_1.png]]
 +
  
 
Note that the centroid is not excavated. Also, you don't have to explicitly designate the up-ramps: they will appear when the channel in the z-level above is completed.
 
Note that the centroid is not excavated. Also, you don't have to explicitly designate the up-ramps: they will appear when the channel in the z-level above is completed.
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[[File: 7_ramp_2.png]]
 
[[File: 7_ramp_2.png]]
 +
  
 
And the next like this:
 
And the next like this:
  
 
[[File: 8_ramp_3.png]]
 
[[File: 8_ramp_3.png]]
 +
  
 
Noticing a pattern? We're creating a spiral ramp around the xy-origin. Continue the spiral down to z-level number -10 (i.e. 10 levels below the surface).
 
Noticing a pattern? We're creating a spiral ramp around the xy-origin. Continue the spiral down to z-level number -10 (i.e. 10 levels below the surface).
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[[File: 9_central_stockpile.png]]
 
[[File: 9_central_stockpile.png]]
  
Again, remember not to designate any mining actions on the up-ramp tiles - they'll appear when [[Channel]]led from above. In addition, don't mine the three tiles directly behind the up-ramps, which are needed for the [[Ramp]]s to work. We are, however, going to mine out the tiles around the xy-origin.
+
 
 +
Again, remember not to designate any mining actions on the up-ramp tiles - they'll appear when [[Channel]]led from above. In addition, don't mine the three tiles directly behind the up-ramps, which are needed as supports for the [[Ramp]]s to work. We are, however, going to mine the tiles around the xy-origin.
  
 
As promised, you can unpause now. As an important aside, it's crucial to pause whenever you're ready to schedule more tasks, need to plan or think about something, and just generally whenever there's something you, as overseer, could be doing. As time in dwarf fortress marches on, the probability of a nasty visitor approaches 1, so try to always have a clear idea of your priorities and keep your dwarves busy.
 
As promised, you can unpause now. As an important aside, it's crucial to pause whenever you're ready to schedule more tasks, need to plan or think about something, and just generally whenever there's something you, as overseer, could be doing. As time in dwarf fortress marches on, the probability of a nasty visitor approaches 1, so try to always have a clear idea of your priorities and keep your dwarves busy.
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When you unpause, your carpenter will begin deconstructing the wagon, and the others will begin dragging the appropriate animals to the pasture. Once the wagon is turned back into wagon wood, all your items will be strewn about. The miners will pick up their picks and start digging, while everyone else will start hauling items to the "everything stockpile" we designated to the right of the entrance. Your dogs, cat and peahens will make their way to the meeting area/pasture all by themselves. At the earliest opportunity, your woodcutter will pick up their axe and then resume hauling.
 
When you unpause, your carpenter will begin deconstructing the wagon, and the others will begin dragging the appropriate animals to the pasture. Once the wagon is turned back into wagon wood, all your items will be strewn about. The miners will pick up their picks and start digging, while everyone else will start hauling items to the "everything stockpile" we designated to the right of the entrance. Your dogs, cat and peahens will make their way to the meeting area/pasture all by themselves. At the earliest opportunity, your woodcutter will pick up their axe and then resume hauling.
  
Once the wagon has been deconstructed, immediately use two of the wooden logs to build a carpenter's workshop and a craftsdwarf's workshop abutting the wood stockpile. When your carpenter has made these, order up a wooden hatch cover, and when it's finished, install it over the single channel tile which is the entrance to your fortress. Congratulations! You now have a lockable front door, though it won't hold up to thieves or building destroyers.
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Once the wagon has been deconstructed, immediately use one of the wooden logs to build a carpenter's workshop abutting the wood stockpile. When your carpenter has made this, order up a wooden hatch cover, and when it's finished, install it over the single channel tile which is the entrance to your fortress. Congratulations! You now have a lockable front door, though it won't hold up to thieves or building destroyers.
  
Your miners should dig out the first two layers (z-levels -1 and -2) pretty quickly, since they are probably in soil. Once that is done, create a pasture on level -2 and assign the war dogs to it like so:
+
Your miners should dig the first layer out (z-level -1) pretty quickly, since it is probably in soil. Once that is done, create a pasture and assign the war dogs to it like so:
  
 
[[File: 10_wardog_pasture.png]]
 
[[File: 10_wardog_pasture.png]]
 +
  
 
Your war dogs will hang around here to sniff out and see off any sneaking thieves, and they won't block access for trade wagons, which can (somehow) just roll right over the top.
 
Your war dogs will hang around here to sniff out and see off any sneaking thieves, and they won't block access for trade wagons, which can (somehow) just roll right over the top.
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If you have a particularly deep soil horizon or your wagon was particularly far from the map centroid, your miners may finish their work before everything is hauled to the surface stockpile. If so, skip to the next section. If not, a little busy-work will give you a head start:
 
If you have a particularly deep soil horizon or your wagon was particularly far from the map centroid, your miners may finish their work before everything is hauled to the surface stockpile. If so, skip to the next section. If not, a little busy-work will give you a head start:
  
* Designate all trees within a radius of about 21 tiles of the entrance for felling, and then queue up wooden bins on repeat at the carpenter's workshop
+
* Designate all trees within a radius of about 11-21 tiles of the entrance for felling, and queue up wooden bins and barrels on repeat at the carpenter's workshop
* Queue up 10 wooden pots at the craftsdwarf's workshop, then when those are done designate about 10 plants nearby for gathering, then repeat
+
* Designate all plants within the same radius for plant-gathering, so your herbalist can begin stockpiling supplies
  
However, don't get carried away, because your miners shouldn't take ''that'' long, and the more you produce now the more you'll have to haul inside. A few idle dwarves are nothing to fear at this stage. In particular, don't designate massive areas because unfortunately dwarves aren't smart enough prioritise work from the inside out, and gravitate to the far corners. You can do this manually from the designation menu but it's overkill at this stage. In particular, beware of designating large quantities of plants for gathering. Your herbalist will continue gathering until they're ''severely'' encumbered, which slows things down rather a lot.
+
However, don't get carried away, because your miners shouldn't take ''that'' long. A few idle dwarves are nothing to fear at this stage. In particular, don't designate massive areas because unfortunately dwarves aren't smart enough prioritise work from the inside out, and gravitate to the far corners. You can do this manually from the designation menu but it's overkill at this stage.
  
 
==Getting inside==
 
==Getting inside==
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In addition, overlay this 10 x 10 storage room with a 10 x 10 zone. Make it a meeting zone and a [[Temple]] dedicated to no particular deity. In the surface zone which is a combination pasture/meeting zone, remove the meeting zone option. Your idle animals and dwarves will now hang out here, safely underground, and your dwarves have somewhere to pray or meditate when they feel the urge.
 
In addition, overlay this 10 x 10 storage room with a 10 x 10 zone. Make it a meeting zone and a [[Temple]] dedicated to no particular deity. In the surface zone which is a combination pasture/meeting zone, remove the meeting zone option. Your idle animals and dwarves will now hang out here, safely underground, and your dwarves have somewhere to pray or meditate when they feel the urge.
  
Cancel any tree-felling, carpentry or plant-gathering jobs and designations until everything is inside, and even temporarily re-enable hauling labours on your miners. Once everything is inside, disable hauling on your miners once again, then remove the large rightmost stockpile on the surface.
+
Cancel any tree-felling, carpentry or plant-gathering jobs and designations until everything is inside, and even temporarily re-enable hauling labours on your miners. Once everything is inside, disable hauling on your miners once again.
  
 
Congratulations, you made it - your dwarves and most of their possessions are now behind a lockable door, and have begun digging out a proper fortress.
 
Congratulations, you made it - your dwarves and most of their possessions are now behind a lockable door, and have begun digging out a proper fortress.
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[[File: 11_wall_in.png]]
 
[[File: 11_wall_in.png]]
  
This can take a while, so schedule this task as soon as you realise it is necessary. Ideally, build the wall in front of your war dogs so you don't lose them - bring them deeper if you need to. The wall can be built on any one of the ramp levels.
 
  
Once you're safely behind a barrier, you can prepare several countermeasures. Wild animals will eventually wander off the map, so you may choose to simply wait them out. If you have access to some wood and the invaders are not [[Trapavoid]], a better option is usually to use [[Trap#Cage trap|cage traps]], which are remarkably (indeed, cheesily) effective. Make sure you saturate likely enemy routes to ensure success.
+
This can take a while, so schedule this task as soon as you realise it is necessary.
 +
 
 +
Once you're safely behind a barrier, you can prepare several countermeasures. Wild animals will eventually wander off the map, so you may choose to simply wait them out. If you have access to some wood and the invaders are not [[Trapavoid]], a better option is usually to use [[Trap#Cage trap|cage traps]], which are remarkably (indeed, cheesily) effective. Make sure you use them liberally to ensure success.
  
 
Another approach is to use the [[Dwarven atom smasher]], if the creature is small enough.
 
Another approach is to use the [[Dwarven atom smasher]], if the creature is small enough.
  
If none of the above are appropriate, you'll have to rely on [[Cave-in]]s, since they kill ''everything''. These are easy enough to engineer as a mechanical [[Trap design#cave-in trap|trap]] with a support. I recommend triggering the cave-in from behind a secure fallback position, in case it's not as fatal as you'd hoped.
+
If none of the above are appropriate, you'll have to rely on [[Cave-in]]s, since they kill ''everything''. These are easy enough to engineer as a mechanical [[Trap design#cave-in trap|trap]] with a support. I recommend triggering the cave-in from behind a secure fallback position. Also, make more and bigger traps than you think you need. And if the invader is hanging around the walls you constructed to keep them out, for Armok's sake don't send some poor sod to deconstruct those same walls and get eaten. Breach the surface somewhere far away which allows the miner time to get safely behind a raising bridge somewhere.
  
 
There's one final approach which on balance is probably more reliable, easier and safer than cave-ins: imprisonment. You could place a lure animal or a path with raising bridges on either side and simply trap the invaders when they enter. You can then deal with them [[Magma|appropriately]] at your leisure.
 
There's one final approach which on balance is probably more reliable, easier and safer than cave-ins: imprisonment. You could place a lure animal or a path with raising bridges on either side and simply trap the invaders when they enter. You can then deal with them [[Magma|appropriately]] at your leisure.
  
In general, make more and bigger traps than you think you need, and be careful with trigger timing. And if the invader is hanging around the walls you constructed to keep them out, for Armok's sake don't send some poor sod to deconstruct those same walls and get eaten. Breach the surface somewhere far away which allows time for the hapless miner to get safely behind a raising bridge somewhere, while the attacker tries to chase them down your death-corridor. You should read about and exploit enemy pathing as part of your design.
+
If the threats are severe and constant, your only option may be to abandon the surface entirely and make a dash down to the [[Caverns]] for food and lumber. Just be careful down there: the caverns are dangerous, and you won't be able to risk breaching the surface to receive migrants, so you better hope your dwarves are romantically compatible. With luck and time, it's possible to forge them (and their inbred progeny) into perfectly-[[Adamantine|equipped]] cave-dwelling killing machines and reclaim the surface in a glorious battle against overwhelming odds, though not without certain [[Cave adaptation|handicaps]]. There's plenty of additional ways to prepare which stack the odds in [[Cave dragon|your]] [[Siege engine#Ballista batter|favour]]; get creative.
 
 
If the threats are severe and constant, your only option may be to abandon the surface entirely and make a dash down to the [[Caverns]] for food and lumber. Just be careful down there: the caverns are dangerous, and you won't be able to risk breaching the surface to receive migrants, so you better hope your dwarves are romantically compatible. With luck and time, it's possible to forge them (and their inbred progeny) into perfectly-[[Adamantine|equipped]] cave-dwelling killing machines and reclaim the surface in a glorious battle against overwhelming odds, though not without certain [[Cave adaptation|handicaps]]. There's plenty of additional ways to prepare which stack the odds in [[Cave dragon|your]] [[Siege engine#Ballista battery|favour]]; get creative.
 
  
 
In any case, we are putting the cart before the horse: this guide assumes a smooth embark experience, and we won't go into detail about responding to threats until later sections.
 
In any case, we are putting the cart before the horse: this guide assumes a smooth embark experience, and we won't go into detail about responding to threats until later sections.

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