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Editing War

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{{Migrated_article}}
{{Quality|Unrated}}
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{{quality|Fine|22:39, 8 October 2010 (UTC)}}{{av}}
{{av}}
 
{{Translation
 
| dwarven = alnis
 
| elvish  = athama
 
| goblin  = aslez
 
| human  = ashro
 
}}
 
'''War''' is a state of conflict between two [[civilization]]s. During [[fortress mode]], it's a bottomless pit of [[fun]]. Wars are tracked at the civilization level; each site inherits the conflicts of its parent civilization.
 
  
==World generation==
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War is a state of conflict between two [[civilization]]s. During Dwarf Fortress mode, it's a bottomless pit of [[fun]].
War is common during [[world gen]]; civilizations will attack each other's settlements, occasionally destroying a site or taking it over. This also happens outside of worldgen, due to [[world activities| world activation]].
 
  
==Fortress mode==
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==World Gen==
[[File:dwarf_war.jpg|thumb|270px|right|"Battle at the Gates"<br />''Art by Shabzik'']]In fortress mode, war will cause [[siege]]s to arrive and bring you [[fun]] and [[Goblinite|presents]].
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War is common during world gen; civilizations will attack each other's settlements, occasionally destroying a site or taking it over.
The hostile nation may attack very occasionally or every year, so be well prepared. Civilizations whom you are at war with may occasionally send a [[diplomat]] to try and end the war; you will have the option to agree to the peace treaty, or dismiss the diplomat and continue the war.
 
You can see if you are at war with a civilization on the {{k|c}} World Info {{k|c}}ivilization screen.
 
Wars may also begin without the player's knowledge or intervention.
 
  
During a war, you will not receive [[caravan]]s, [[visitor]]s, or tributes from warring civilizations. A "civil war" with your parent civilization will block standard [[immigration]] as well. Additionally, [[migrant]]s arriving during and after a war are more likely to have experience in general [[military]] skills and a random [[combat skill]]. {{verify}}
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==Dwarf Fortress Mode==
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In dwarf fortress mode, war will cause [[siege]]s to arrive and bring you [[fun]] and [[Goblinite|presents]].
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The hostile nation may attack very occasionally or every year, so be well prepared. Civilizations whom you are at war with may occasionally send a diplomat to try and end the war; you will have the option to agree to the peace treaty, or dismiss the diplomat and continue the war.
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You can see if you are at war with a civilization on the {{k|c}}ivilization screen.
  
Not being at war with an already-hostile civilization, such as goblins, does not mean you ''won't'' get sieges from them. You will always get goblin sieges as long as they are not extinct, but being at war with the goblins does mean that the sieges will begin sooner, and will be bigger.
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Additionally, if your parent civilization is at war or has recently been at war, migrants to your fortress are more likely to have experience in general military skills and a random weapon skill {{verify}}.
  
===At embark===
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===At Embark===
When [[embark]]ing, one can check to see which races their civilization is at war with. Different civilizations may be at war with different races. Goblins are considered to be in a constant state of minor conflict with everyone else, instead of a real war; an open war with them may still break out, however.
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When embarking, one can check to see which races their civ is at war with. Different civs may be at war with different races. Goblins are considered to be in a constant minor conflict with dwarves, instead of a real war.
  
===Causes of war===
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===Causing War===
The following events will make a civilization unhappy, eventually leading to war, possibly without any announcement:
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The following events will make a civilization unhappy, eventually leading to war:
*The death of a [[diplomat]] while visiting your fortress (regardless of the cause of death).
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*The death of a trader (regardless of the cause of death) while visiting your fortress.
*Failing to keep to the harvesting limit that the [[elves]] set, if any.
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*Failing to keep to the harvesting limit the [[elves]] set, if any.
*Seizing [[caravan]] goods.
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*Seizing caravans.
*Annoying traders (such as offering the <s>hippies</s> [[elves]] wood products repeatedly) or slaughtering them.
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*Annoying traders (such as offering the <s>hippies</s> [[elves]] wood products repeatedly).
*Attempting to [[Mission|raid]] another civilization for any reason.{{version|0.44.01}}
 
*Refusing to give them a [[legendary artifact]] when petitioned.{{version|0.44.01}}
 
  
===Civil war===
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{{Category|World}}
It is possible for two sites belonging to the same civilization to declare war on each other, which, due to the way conflicts are tracked, registers as the civilization declaring war on itself.{{bug|10878}} All of that civilization's sites inherit this war, making each site hostile to all others. It is not currently known if your parent civilization can sue for peace, but it is possible to [http://www.bay12forums.com/smf/index.php?topic=173306.0 end a civil war] using [[DFHack]].
 
Should your civilization be in a civil war, you will experience the following effects:
 
*You will not receive any more [[Immigration| migrants]] past the first two hardcoded waves
 
*You will not receive any [[Trading| trade caravans]] from your civilization
 
*You will not be able to establish a barony{{verify}}
 
 
 
{{Category|Events}}
 
[[ru:War]]
 

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