![]() I add a few weapon traps outside the doors to soften up incoming baddies, and try to build a few walls so i can funnel incoming through the same trapped corridors. In practice, olms and cave toads roll into the tavern and get mashed, and everyone has a little excitement. Anything nasty has to come through the tavern, which is always full of off duty troops, monster hunters, and bards, many of whom carry weapons. This allows the monster hunters to do their thing in the caverns, then come back and have a drink. I have a habit of making a caverns tavern be a buffer between my fort and the caverns. ![]() Where tavern defence comes into play, for me, is in the caverns. So really, tavern never actually ends up as a defense, but is there just in case. Then i send my boys out to surround sieges as the siege comes through trap valley to try and get into my fort. Though the way i play, i usually have a small army built up in the 1st few years, and put up outside walls, gates and doors to funnel invaders where i want them. One nice side benefit of this is it keeps visitors from going deeper into the fort and causing trouble.Īs the fort progresses, I add a long side passage with bridge and lever to send sieges down, coming back around to the tavern and barracks. I usually do barracks and tavern next to depot, then a passage deeper into the fort. Early game, having your main entrance go through the tavern makes it nearly impossible for thieves or kea to sneak in, and provides meat shields at least in case of invasion. I have definitely done this, and it can be rather effective. Taverns can provide a massive population boost of useful and interesting visitors who provide value to your fortress, such as the aforementioned mercenaries, monster hunters and beast hunters who actively seek out dangerous enemies, performers too keep your dwarves entertained, and scholars who might bring or even write interesting works (just be careful they don't steal yours!).Īlso, post is up for sharing your own defensive tactics. Throw your trade depot into the tavern hall (near the cellar doors for ease of hauling), and you can add caravan guards to for entrance defenses. By making the tavern your primary entrance, you ensure any hostile forces will have to fight their way in without needing to risk any dwarven blood. While at first glance they might seem like useless freeloaders eating up what little food and ale you have, they are fully armed and trained warriors who will remain stationed at the tavern. One of the first visitors you will likely receive are mercenaries. Taverns are going to be one of the busiest spots in any fortress, which ensures that any sneaky thieves will have to get past a great many watchful (or, more likely, drunken) eyes before they can reach anything of value you might really miss. This comes not only from the glory of the hall itself inspiring the dwarves, but also from the recreation value idle dwarves gain from having entertainment rather than merely waiting in place. Taverns can provide all three: A cellar beneath for secure storage, the main tavern for dining, and a dormitory above to provide a safe place to sleep.Īs mentioned, taverns are a MASSIVE source of happy thoughts (so long as you don't serve alcohol, which leads to brawls and death), keeping those nasty tantrum spirals far away. Three of the first things your fortress will need are storerooms, dining tables and a place to sleep (you could argue food and drink, but foraging can handle both). Here are a few of my top reasons for making them the first place you dig. ![]() Not only will a good tavern (sans barkeep) be a MASSIVE mood boost to native dwarves (thereby preventing tantrum spirals), but making them your primary entrance can prove a vital early defense. ![]() The tavern is one of the best, and least utilized, defenses available in the game. ![]()
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