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DFHack's agitation-rebalance is a lifesaver. Forgotten beasts are hostile to them too so if you luck into a particularly strong one of those they can keep a walled-off cavern clear too.
Walls built on the very edge of a map can prevent enemy's spawn. However 1 level walls isn't enough since flying enemies may also appear and ignore them (and rodent-man can ride a freaking giant birds, it is a nightmare).
There is also an option how to make underground lakes safe - a controlled collapse. It takes some time, yet is very effective. Helps me cutting off lakes and cleaning them even if they are already infested with some goobers.
Sometimes I leave a small closed piece where an enemy can spawn (dwellers or FB) and put cages there to alarm me if they do appear. If the amount of dwellers is too damn high, then I close those places as well.
Didn't know about DFHack's agitation-rebalance feature, thanks!
oh yes I have that dfhack feature turned off. I was wondering if they were related. So I can safely assume this is broken right now? Seeing as I also cannot send raids to these civs, feels like these issues are born of an unfinished mechanic
Agitation rebalance makes them actually obey the cap, as well as stop attacking if you haven't done anything to agitate (dig/cut trees) that layer in a while.
Yeah the ironic part is that I actually recently dug around a lot there, so to give my militia better maneuvering space, in answer to rampant cave invasions.. I guess that's what triggered this insane frequency..
I think I'll keep agit-rebalance off anyway I'm too curious to see if it can actually get worse. And I have an above magma biome yet to disturb..