Goblins seem to know where the traps are if they see one of their kind slain by one. I'm not sure, but it sure seems that way.
quote:
... melt the iron/steel stuff ...
The goblins have brought me more iron than all caravan traders put together. I've been buying anvils and melting them for metal. Now maybe I'll finally get all the frontline troops armored.
Lessons Learned, in no particular order
Minutemen: You can't let anyone but your miners work anyway, because they all rush the entrance, and crossbows are cheap, so you might as well turn your peasant problem into a peasant solution and give 'em crossbows. It doesn't take long to train to novice, and a pack of novices behind a fortification could be a real nightmare to an approaching army.
Don't Bring a Knife to a Gunfight: If your fort defense has come down to hand-to-hand combat you've done something wrong. Your best chance of stopping the enemy is when they're outside and you're in. Fortifications, chokepoints, traps, all that stuff works best when the enemy is forced to come after you. The murder-hole ambush is clearly a last resort, as if that doesn't work, where do you go from there?
Attacking fleeing enemies crossbows are still best: they can't outrun a crossbow bolt, and if you hit one in the leg it's Michael Vick Family Hour -- assuming you keep dogs.
Fortifications Are a 2-Step Build: You've got to have something next to your fortifications to keep the enemy from walking up to them and using them against you, hence everyone's reliance on moats, drawbridges, channels, and the like. I can't channel because I've already dug rooms out on the level below, so I'm going to experiment with statues. If they hold the enemy away from my fortifications and give me a clear line-of-fire my "moat" will look like Medusa's lair.
See How They Run: I'm assuming the next wave will flee in the same direction, so I'll have a few surprises waiting for them on their way back to their hovels.
Fortifications Are for Shooting From: It seems obvious, but building fortifications anywhere through which you won't be shooting at the enemy is a waste and possibly even a liability.
Move. Fire. Pick One: Units can't seem to move and fire at the same time. The more fire you concentrate the greater the advantage of initiative.
What a rush. Can't wait for the next one! How often do they come on average?