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Three tile wide entrance, animals on both sides. Possibly with a cage full of kittens linked to an emergency lever elsewhere to smother a potential thief with cuddlesome ball of CLAWS on release.
At one point in classic, I had two rhinoceros on my gate. Which also was at the end of a narrow drawbridge over a magma moat.
Any undesired attempt at entry mostly resulted in extremely ignominious welcome from the rhinos, followed by a very brief and very hot moment of reflection at the folly of such an endeavor. Bonus points, no cleanup required. Burn, baby, burn.
I also modded rhinos to be cavalry mounts for my dwarves, but that's another set of stories full of pure awesome.
Question on that: I assume that Dwarves feed them by hand? IOW - For "grazers," you don't also have to have a pasture there for them to graze from if they're Chained? (My dogs seem fine, but they don't graze I don't think....)
PS: Oh, dang - Hi Sheep! :) Placeholderlord not holding up? ;)
I think it's possible to see them as traded animals since, but no idea if their feeding values have been toned down.
No time for that, Urist McLemming is doing his thing again.
Another thing to help with security is to make sure your artifacts are either in or behind heavily-trafficked areas. If somebody wanting to steal your fancy artifact from a guildhall has to pass through sleeping quarters and taverns and workshops, odds are somebody is going to notice them.
Haven't learned how to prevent them showing up, but driving them away or catching them is easy.
Considering the kind of embark sites I usually pick?
No, not really. Unless it's a noble insisting on some unreasonable mandate...
The first, a long corridor filled with traps and flanked by murderholes near the end for the application of bolts and guard animals to the face. It's blocked off with a drawbridge until a siege occurs and is left closed in the event of a Titanic™ amount of !!FUN!!.
The second is a shorter corridor and two guardhouses, with the outer one occupied by an expendable animal or military dorf or two. Several doors are present to provide an emergency seal in the event that something slips by. The entrance is blocked by another drawbridge that's kept open except in the event of any attack. That way spies visitors don't ruin the traps and Goblinite veins can be mined at maximum efficiency.
I don't plant gather past the early game unless i need a quick boost for drinks (some wines, I think?) I never set up a "gather zone" as it seems... wonky.
Wood, maybe. But, I don't normally embark on anything but "sparse" woodlands at the best.
I do use Hunters and that's who normally spots any Gobbie Kidnappers and I have dogs on chains at my single-gate entrance to spot them and other disreputable types.
Kids... They go outside, too. I might ocassaionally do a big "Gather" to keep Dwarves from getting cavern acclimated/whatever it is. Dunno how successful that is.
I don't min/max in that way to avoid danger.... To me, knowing a game well enough to allow some forms of danger that are acceptable FUN is... fun. I LIKE having a few non-catastrophic vulnerabilities in any game that I play. It keeps me on my toes.
And, keep in mind, you only spot the Thieves you see...
PS: Goblin sieges almost always have a few kidnappers with them.
And no, I usually don't have dorfs outside because they hate rain, usually there's just one fisherdwarf or so.