Sometimes captives will escape their cages inside your fortress. With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside are essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Concentric circles: Think redundancy - one wall may not be enough.(Some creatures can destroy doors if they can reach them, but drawbridges are safe.) If there is a useless or redundant opening, seal it off, one way or another. Don't make more entrances than really necessary. But each point of entry should be hardened against attack. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface. Minimize fortress entrances: Have a strong and clear distinction between inside and outside.While admitting that "Rules are made to be broken", there are some general recommendations that have a proven value in defending a fortress: Note - There is not room in this article to expand adequately on every sub-topic - please see specific articles for a complete discussion as desired. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well. Lastly, there is game style - you want the game to be "fun" for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable. But second, protecting the dwarves outside and topside as they go about their work is also important. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. There are three important things to consider when planning the defenses for your fortress. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there. Fortress layout, military organization and training, traps and more, all contribute to the overall "defense" and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. A wide variety of creatures can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility. Protecting your fortress from intruders is a challenging task and a broad, complex topic. In Dwarf Fortress, you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. For specific advice on how to get your soldiers prepared for any threat, see military design. ![]() For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see trap design. For tips on laying out your architecture to protect your military, see security design. The defense guide is a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense. I haven't played long enough to get flying Forgotten Beasts but I'm sure they exist and you will have to either wall the cavern entrance ( b C constructions can not be demolished by invaders) or confront them with your army.This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. I'm not sure about the optimal fall distance but a fall of 10 z-level on steel spikes made short work of my last uninvited guest.įlying FBs are another matter I suppose. Long bridges are advised to let your dwarf some time to pull the lever - dwarven stupidity should never be underestimated.įBs don't activate traps but the spikes in the bottom of the pit don't need activation: they are always on. It takes some time for the bridge to retract: you will need some testing to determine the optimal time to pull the lever (use pause then. As soon as you get the message about the uninvited guest, send one of your dwarf in the room where the lever to access the bridge is located (lock him there). I suggest you use a long bridge that leads to a long fall on spikes traps. As you have noticed they are building destroyers so the drawbridge can be destroyed by a Forgotten Beast and it is no better than a retracted bridge to stop flying FBs.Ī retracting bridge has the advantage of allowing you to make a manual trap if you time the closing of the bridge properly. A raised drawbridge or retracted bridge over a moat will stop all uninvited guests that can't fly.
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