The fortress of Barbedgear (how awesome is that name?) was fledgling. Three, maybe four or five years old. It had no military yet, but it had lots of workshops and good trade relations. There was a corridor with some traps behind the entrance - not a lot of them, and most of them stonefall. They were just working on constructing an execution pit (the plan was to construct some cage traps and build menacing spikes at the bottom of the pit) when the goblins came.
The lack of proper burrows, military, and traps saw them quickly slaughtered.
Rest in peace, all ye dorfs.
But I have learned. My next fort will have a long, twisty corridor lined with cage traps (one should be enough per goblin or whatever else comes creeping by). Well actually, the plan is to have stonefall traps, then more stonefall traps, then MORE STONEFALL TRAPS, and THEN cage traps to provide an honourable execution for any intruder that somehow survives. You know, with a little speech. Menacing spikes at the bottom of the pit, though, definitely.
I'll also designate a proper burrow, with stockpiles for food and booze, beds, dining tables and all, in advance. Priority. And itll be smoothed and engraved to ensure my dorfs don't go melancholy during a siege. There'll be a door in front of the stairway at the end of the second corridor (first corridor is the trap-lined one, the second one will be one z-level down and have a trade depot...and probably the farms) that I'll [f]orbid when the siege comes, just in case, and there'll be an "EVERYONE INTO THE DAMN BURROW" alarm. The door is there in case one of my dorfs unexpectedly enters a fey mood during a siege and needs to access the workshops.
I'll also do my best to actually figure all of the military crap out. Not so much for sieges as for when we inevitably breach the caverns (not to say that those won't be protected with traps either...).
I know my mistakes and I have learned from them.
Any comments on these decisions?