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Author Topic: Basic Fortress Design: The Snail Shell Entrance  (Read 5212 times)

andrian

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Basic Fortress Design: The Snail Shell Entrance
« on: July 18, 2017, 09:48:07 pm »

I've developed an entrance style that has worked out really well for me. It will effectively stop all invaders and will break most sieges fairly quickly. It allows wagons to reach a relatively safe trade depot that is virtually impervious to thieves. It also allows for marksdwarves to defend the fortress with violence should that be necessary or desirable. This will not necessarily suit everyone's play style, as it relies on cage traps and a hatch cover to ensure the fortress's almost complete safety. Still, I'd like to share it, as it's quite simple and relatively space-efficient.

Here is an image of the basic design. I apologize to those of you who prefer using fancy graphics packs. I learned to play dwarf fortress totally vanilla, and now I'm so used to it that using graphics packs is like trying to learn a whole new game.



Why I call this the snail shell entrance should be rather obvious. The entrance curls around in a spiral, like a snail shell, with the most vulnerable part in the center of the spiral. You'll notice the single up stairway just to the right of the trade depot. That is the only entrance into the fortress. One level above, you place a hatch cover, and from there, you can pretty much design your fortress however you want. I usually dig out a hallway and line it completely with cage traps made from high-quality mechanisms. This serves the dual purpose of providing a safety mechanism in case I accidentally allow invaders to get past the hatch cover and improving the moods of my dwarves.

Now, let's discuss the main features of this entrance, and how it works. The shape is important. It can curl either to the left or to the right, but it must always curl in the same direction. The reason for the curl is so that you can place cage traps along the inner walls to stop invaders.I prefer cage traps because a trapped enemy is taken out of the fight immediately and can be safely stripped and either thrown into the nearest volcano or used as a training dummy for military dwarves. You'll notice that I only have one layer of traps placed right now, and that my cage traps have already caught a number of invaders. I always carve out enough room for a second layer of cage traps, though the effectiveness of this second layer is rather marginal, and so I hadn't gotten around to it yet. The lengths of the hallways or the inner chamber is not set in stone. Longer hallways will provide better defense, as invaders will more closely follow the inner walls of the spiral the longer the hallways are. You could even expand the spiral, adding more turns to increase this effect even more. However, the design as I show it here is quite effective, and I think adding longer hallways would only slow down dwarves that are trying to enter or leave the fortress, and increase the wait for caravans to arrive at the depot.

The floor hatch at the end of the spiral is important, as it serves as a stopgap measure in case invaders are able to get past the cage traps, either because they are immune to the traps or because they managed to simply overwhelm them with sheer numbers. Building destroyers cannot deconstruct a floor hatch from below, meaning that once that hatch is locked, it is impossible for anything to enter your fortress. I prefer a floor hatch to a drawbridge as it can be locked instantly, with no input from your ever-fickle dwarves required. The hatch can be made very quickly out of either wood or stone, and doesn't require any additional steps to make it functional like a drawbridge would.

You'll notice the fortifications along the outer walls of the entrance. These allow marksdwarves to fire on invaders in relative safety once the hatch has been locked. This will often break a siege if your cage traps weren't enough to do that already, and is pretty much the only way to deal with titans short of sallying forth to engage them head-on. Obviously if the titan can breathe fire or spit acid, this strategy won't work as well.

Now, obviously this fortress design is far from absolutely perfect, and several improvements could be added. For example, drawbridges could be placed in the hallways. Once set up, they could block off any path except the one that heads through the cage traps, further funneling enemies into them, and smashing any enemies that evade the traps. Further layers of defense could be added, such as enclosed watchtowers or bunkers outside the fortress. War animals could be penned or tied in the hallways or just outside the entrance. You could even set up siege weapons to cover the hallways, or turn the entire thing into a drowning chamber. This is Dwarf Fortress. The possibilities are endless.

One advantage of this design is that it is modular and can be expanded upon as your fortress grows and develops. Digging out the spiral and setting up the floor hatch works quite well as an early line of defense. Cage traps and fortifications can be added later, once you have enough materials and labor to build them. Also, this design is very useful for laying out the action in a way that is easy to see and follow. You can set a hotkey to zoom you directly to the entrance and see which dwarves are still straggling to get into the fortress and how close the invaders are to reaching the door. This allows for relatively precise timing for when the floor hatch is locked, ensuring that any dwarves caught outside when the attack comes have the best chance of getting inside before the fortress gets locked down.

So, what do you guys think of this design?

StagnantSoul

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #1 on: July 18, 2017, 10:06:12 pm »

That's actually a pretty good design, might use it sometime in the next update when armies are more rampant. I suggest stationed animals at the front of the hallway for added defense, maybe some crocs or a dog.
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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #2 on: July 18, 2017, 11:38:13 pm »

What's with all the extra open space? Is it to allow wagons to pass each other?

I generally wouldn't advise bins in ammo stockpiles, although maybe there are enough in yours to avoid equipment mismatch spam.
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andrian

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #3 on: July 19, 2017, 05:16:52 am »

The extra open space is for stockpiles. I haven't placed them yet in the picture I shared, but I usually create stockpiles for trade goods right next to the depot. All the cage traps keep things safe from thieves. You could certainly do away with that extra open space without much trouble.

As for the ammo stockpiles, I didn't even know that was a thing to worry about. I generally ignore all job cancellation messages and don't even bother trying to reduce their number. Still, that's definitely not an integral part of the design.

Altaree

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #4 on: July 19, 2017, 08:46:45 am »

Nice simple design.  I also like how the area of the trade depot can be used as a rally point for your melee squads.  A few thoughts I had as I looked at it:
  • You could create a drawbridge short cut from the trade depot to the entrance to make surface work easier.
  • You could create a little room one level above the entrance, inside the tunnel, with glass windows.  Pasture some animals up there to spot hidden enemies from safty.
WWWWWW
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Skorpion

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #5 on: July 19, 2017, 09:36:22 am »

I normally have a lowered entrance in addition to a curved entrance. To my mind, anything that stops arrows from sailing into my main entrance is a good thing.

Lowered as in -----\______/----- where --- is ground level and \ and / are ramps. Best installed BEFORE you make sprawling stockpiles and pastures on the soil layers.
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andrian

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #6 on: July 19, 2017, 10:54:38 am »

Altaree, I'm not sure I'd want to put in a shortcut. One of the strengths of this design is that it doesn't have the delay of waiting for a dwarf to pull a lever and the further delay of waiting for the signal to reach the drawbridge. Now, if you happen to have an artifact door you could use, that might work better, but there's always the risk that it might get stuck open.

Fleeting Frames

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #7 on: July 19, 2017, 11:32:19 am »

*amused at "relatively space-efficient"* - oh jeez, compared to what? Full-speed Minecart waterguns can be smaller :P

That said, it is relatively quick to designate and dig in soil, and can't do better if one's objective is to capture the siege alive in cage traps. (Perhaps a dodge-me/retracting bridge into trap-covered unclimbable pit (with doorstopper) would be smaller, but more complex)
{Though of course just killing a siege can be done ~simpler and smaller via various drowning, burning, smashing and atomizing designs.}

Btw, if you replace hatch over a staircase with hanging door over a downward ramp, there won't be a tiny window where hatch is open after a dwarf goes through it. (YMMV)
The extra open space is for stockpiles. I haven't placed them yet in the picture I shared, but I usually create stockpiles for trade goods right next to the depot. All the cage traps keep things safe from thieves.
FYI both kobold thieves and werebeasts are both trapavoid and invisible till spotted. (Also, a thief can be in some conditions be accompanied by a small force, which they can let in thus.)

In fact, probably first my addition, once one has time and this is up would be way to deal with 'em. Minimally, maybe Fortification-Window-chained pupper with {spike ball} lying on ground - double-ramped door entrance - bouncing minecart - 1 cage trap for dragons and such. i.e. something like this off the side of entrance corridor:
Code: [Select]
▒▒▼▒▒
▒Σ▒D▒
▒d▒▼▒
▒W▒▼▒
▒╬▒^▒
+++++
+++++
+++++
+++++
+++++

Untested and just a thought; Btw 1 bouncer ramp won't be able to handle a whole siege nor is a foolproof killer so one would forbid door in that case. Doubles as steel titan capturer and whatnot, on the other hand.

Altaree, I'm not sure I'd want to put in a shortcut. One of the strengths of this design is that it doesn't have the delay of waiting for a dwarf to pull a lever and the further delay of waiting for the signal to reach the drawbridge. Now, if you happen to have an artifact door you could use, that might work better, but there's always the risk that it might get stuck open.
Could avoid waiting for dwarf delay with various overseer-controlled pressure plates, but agreed.

andrian

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #8 on: July 19, 2017, 11:43:08 am »

You should have seen some of my earlier entrance designs... >_>

One of the predecessors to this design was literally just a maze of above-ground cage traps. Since I didn't know where invaders would be coming from or what specific path they would take, the maze had to be large, and it took forever for wagons to get through it. That eventually evolved into an underground maze, but once again, since I hadn't yet realized that I could use turns to control the path that enemies would take, the mazes had to be large and cumbersome. This design is rather compact and doesn't take long for traders to get through. Even when carved in stone, it doesn't take my miners too long to get through it. I usually have a trade depot built and am well on my way to having all my workshops built by the time the first caravan rolls in.

mek42

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #9 on: July 24, 2017, 06:43:21 pm »

Thank you for reminding me of the hatch vs. building destroyers.
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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #10 on: July 25, 2017, 09:08:31 am »

I prefer to have the trade depot outside of the fort, but inside the walls. This gives me an inside and outside of the fort, but also a WITHIN the fort, underground and away from the entrances.
The advantage is that the actual entrances to the fort can be covered with weapon traps, but the depot is caravan-accessible without issue. It's also entirely possible to close off the depot from the outside and from the fort, entirely separately. (This is great for when the food value of the elves' draft animals is higher than the crap on their caravan. Seal it up and drown the lot.)

Like so, carved into the side of a mountain: http://i.imgur.com/fBQ5iPf.png

The stockpiles aren't right next to the depot, but what you lose in haulage time you gain in the lack of ravens getting in and interrupting EVERYTHING, or kobolds/goblin snatchers being able to just waltz in.
The ravens were the main issue here, hence the 'debirdinator' label. It strips birds from anything that comes into the fort, distributing them into easy-to-butcher limbs and bits.

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The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

andrian

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #11 on: July 25, 2017, 10:40:24 am »

I never have a problem with birds in my design. Really, the only time birds are a problem at all for me is when they bother my herbalists or woodcutters.

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Re: Basic Fortress Design: The Snail Shell Entrance
« Reply #12 on: July 25, 2017, 05:56:25 pm »

I never have a problem with birds in my design. Really, the only time birds are a problem at all for me is when they bother my herbalists or woodcutters.
Ravens show up in large swarms or not at all, depending on the embark location. In evil biomes, undead ravens swarms are rather fun.
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