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'''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.
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'''War''' is a state of conflict between two [[civilization]]s. During [[fortress mode]], it's a bottomless pit of [[fun]].
  
==World generation==
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==World gen==
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]].
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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. This also happens outside of world-gen now, due to world activation.
  
 
==Fortress mode==
 
==Fortress mode==
[[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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In fortress mode, war will cause [[siege]]s to arrive and bring you [[fun]] and [[Goblinite|presents]].
 
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.
 
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.
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You can see if you are at war with a civilization on the {{k|c}}ivilization screen.
 
Wars may also begin without the player's knowledge or intervention.
 
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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Additionally, if your parent civilization is at war or has recently been at war, [[migrant]]s to your fortress are more likely to have experience in general [[military]] skills and a random [[combat skill]]. {{verify}}
  
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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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.
  
 
===At embark===
 
===At embark===
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===Causes of war===
 
===Causes of 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).
 
*The death of a [[diplomat]] while visiting your fortress (regardless of the cause of death).
*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.
 
*Seizing [[caravan]] goods.
*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).
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*The death of <s>a salesman</s> traders.
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*May be declared "off-screen" during gameplay.
 
*Attempting to [[Mission|raid]] another civilization for any reason.{{version|0.44.01}}
 
*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}}
 
*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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