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Editing v0.31:Challenges
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{{Quality|Exceptional}} | {{Quality|Exceptional}} | ||
==Pre-Embark Build Ideas== | ==Pre-Embark Build Ideas== | ||
− | Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of | + | Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges. |
=== Diplomacy === | === Diplomacy === | ||
− | * Six dwarves with only social | + | * Six dwarves with only social {{L|skill}}s |
* One skilled dwarf | * One skilled dwarf | ||
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* 1 anvil | * 1 anvil | ||
* 2 copper ore | * 2 copper ore | ||
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− | Nothing else. From that alone, forge your pick and axe. (Figure it out yourself, or see the | + | Nothing else. From that alone, forge your pick and axe. (Figure it out yourself, or see the {{L|DIY#Minimalist_challenge_build|Do it Yourself}} article for a step-by-step "how to".) |
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===Peasantry=== | ===Peasantry=== | ||
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This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot. | This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot. | ||
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=== Stranded Scout Squad === | === Stranded Scout Squad === | ||
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* Don't gather wood nor trade for it with humans or dwarves. | * Don't gather wood nor trade for it with humans or dwarves. | ||
* Trade for plants and wood only with the elves; they understand your environmental code. | * Trade for plants and wood only with the elves; they understand your environmental code. | ||
− | * Don't burn any | + | * Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man? |
**Magma-smelting is an option, but steel can't be had. | **Magma-smelting is an option, but steel can't be had. | ||
* Don't cause any creature's death, except in self-defense. | * Don't cause any creature's death, except in self-defense. | ||
**No military, induced submerging, or lethal implementation of corkscrews. | **No military, induced submerging, or lethal implementation of corkscrews. | ||
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild. | * Only use cage traps, and either tame the creatures you catch, or release them back into the wild. | ||
− | * | + | * {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building). |
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For an extra challenge try this in an area with a cave. | For an extra challenge try this in an area with a cave. | ||
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===Humans - Living Large and Standing Tall=== | ===Humans - Living Large and Standing Tall=== | ||
− | Pretend you're a filthy above-ground dwelling | + | Pretend you're a filthy above-ground dwelling {{L|Human|human}}. |
* Build a town wall. | * Build a town wall. | ||
** Only hovels and farms outside the town walls. | ** Only hovels and farms outside the town walls. | ||
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* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented. | * BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented. | ||
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc. | * BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc. | ||
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* BONUS: Easy Play: Embark on top of a Human Town. | * BONUS: Easy Play: Embark on top of a Human Town. | ||
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. | * BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. | ||
− | * MEGABONUS: Build your entire fortress as | + | * MEGABONUS: Build your entire fortress as {{L|mega constructions|one huge arcology}}. |
− | * MEGADWARFBONUS: Build your City in a giant, artificial cave | + | * MEGADWARFBONUS: Build your City in a giant, artificial cave. |
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===Luddite=== | ===Luddite=== | ||
− | Shun technology and contraptions. Who can really trust them, with | + | Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge. |
− | * No mechanics or | + | * No mechanics or {{L|mechanism}}s |
− | * No | + | * No {{L|machine}}s |
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===Earthworms=== | ===Earthworms=== | ||
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* BONUS: Leave stockpiles of armour and weapons for any future diggers to find! | * BONUS: Leave stockpiles of armour and weapons for any future diggers to find! | ||
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them! | * MEGABONUS: Surprise a goblin siege by tunneling up underneath them! | ||
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==Utter Dwarfiness== | ==Utter Dwarfiness== | ||
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===Bandit Camp=== | ===Bandit Camp=== | ||
− | * Three or more Marksdwarves (perhaps with | + | * Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}}) |
* Embark site featuring places to hide | * Embark site featuring places to hide | ||
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* All dwarves embark as peasants | * All dwarves embark as peasants | ||
* 7 or multiple of 7 of everything you bring (especially picks and axes) | * 7 or multiple of 7 of everything you bring (especially picks and axes) | ||
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− | At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get | + | At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself! |
Burrows are very useful for this. | Burrows are very useful for this. | ||
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**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system). | **BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system). | ||
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down. | ***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down. | ||
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===Equaland=== | ===Equaland=== | ||
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* One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish | * One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish | ||
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment | * Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment | ||
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===Hermit=== | ===Hermit=== | ||
− | * Spend points ONLY on ONE | + | * Spend points ONLY on ONE {{L|Pick}} |
− | A well known and popular challenge. Kill off 6 starting dwarves and any | + | A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them. |
'''Variants''' | '''Variants''' | ||
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* Selectively admit dwarves based on name, profession, etc. | * Selectively admit dwarves based on name, profession, etc. | ||
* Embark with an anvil as well. | * Embark with an anvil as well. | ||
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===Hunting Party=== | ===Hunting Party=== | ||
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Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose). | Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose). | ||
− | + | ==="Let Loose the Dogs of War"=== | |
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− | ==="Let | ||
* No military Dwarves are permitted, including Fortress Guard. | * No military Dwarves are permitted, including Fortress Guard. | ||
* No weapons or armor may be forged, and any obtained from looting must be melted down. | * No weapons or armor may be forged, and any obtained from looting must be melted down. | ||
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** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs. | ** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs. | ||
− | ===28 | + | ===28 Days Later=== |
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected. | *Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected. | ||
− | *Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the | + | *Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma! |
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die. | *Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die. | ||
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. | *AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. | ||
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later. | **Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later. | ||
− | **Elf clothing anyone? | + | **Elf skin clothing anyone? |
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated. | *Keep a diary from one of the characters perspectives, to be read when the world is repopulated. | ||
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'''Variant:''' | '''Variant:''' | ||
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves. | *Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves. | ||
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===Monarch with a grudge=== | ===Monarch with a grudge=== | ||
* Forbid any and all use of stone and metal | * Forbid any and all use of stone and metal | ||
* No exposed tile may be labeled "Underground" | * No exposed tile may be labeled "Underground" | ||
− | * Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the | + | * Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}}) |
"Nay, no ponderous stone doors or shining silver arcades, not while I live!" | "Nay, no ponderous stone doors or shining silver arcades, not while I live!" | ||
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* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice | * Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice | ||
− | ===Urist | + | ===Santa Urist=== |
* Embark in a glacier biome | * Embark in a glacier biome | ||
* Take at least 3 craftsdwarves to serve as Santa's Elves. | * Take at least 3 craftsdwarves to serve as Santa's Elves. | ||
* Export as many toys as possible. These are your only permitted trade good. | * Export as many toys as possible. These are your only permitted trade good. | ||
− | * Bonus: Use | + | * Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]] |
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===Sitting on trees=== | ===Sitting on trees=== | ||
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* No moats allowed, as this requires a channel, which goes below your z-level | * No moats allowed, as this requires a channel, which goes below your z-level | ||
− | ===Hunter and Gatherer=== | + | ===Hunter and Gatherer=== http://df.magmawiki.com/index.php?title=DF2010:Challenges&action=edit§ion=18 |
Pre-Embark (World-Gen) | Pre-Embark (World-Gen) | ||
* Try creating a world in year 1 (optional) | * Try creating a world in year 1 (optional) | ||
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* Everything allowed except Farming and Cattle Breeding. | * Everything allowed except Farming and Cattle Breeding. | ||
Bonus | Bonus | ||
− | * | + | * Bonus: Embark in a desert, so only hunting and (aquifier) fishing. |
− | ** Extra Points: Dont fish in the | + | ** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway? |
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top. | ** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top. | ||
*** Extended version: Fill the pyramid with magma! | *** Extended version: Fill the pyramid with magma! | ||
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ||
− | * | + | * Bonus: No Mechanics and only limited (i.e. only copper) or no metalworking. |
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===Cave Men=== | ===Cave Men=== | ||
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Post-embark | Post-embark | ||
− | Go into the cave with all your dwarves, and try to survive the harsh | + | Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems. |
You cant use items from ground zero, all wood must be harvested in the caves, along with food. | You cant use items from ground zero, all wood must be harvested in the caves, along with food. | ||
− | *Bonus | + | *Bonus* no trading, who wants to enter that creepy cave anyways? |
− | *MEGA BONUS | + | *MEGA BONUS* No dogs and no warrior dwarves. |
===Fort wars!=== | ===Fort wars!=== | ||
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* Nobles are given free reign and will be quartered in the winning fort. | * Nobles are given free reign and will be quartered in the winning fort. | ||
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United. | * Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United. | ||
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− | ===Deep | + | ===Deep dwarfs=== |
Following the embark, lock yourself up under the ground. | Following the embark, lock yourself up under the ground. | ||
− | Don't let any of your | + | Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom! |
− | *BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep. | + | *BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more |
− | *MEGA BONUS: create a caste of deep | + | deep. |
+ | *MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels. | ||
===Earth Mover=== | ===Earth Mover=== | ||
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*Dig every square in the map. | *Dig every square in the map. | ||
**Hint: you might want to turn cave-in on | **Hint: you might want to turn cave-in on | ||
− | **Another hint: Do you really want to put your castle up there, when your | + | **Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there? |
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===Oh, The Humanity!=== | ===Oh, The Humanity!=== | ||
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*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby. | *BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby. | ||
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*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature. | *BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature. | ||
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. | **Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. | ||
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**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security! | **UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security! | ||
− | === | + | === Dwarfen Prison === |
− | + | Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarfenkind. | |
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− | Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven | ||
− | * Only your initial 7 | + | * Only your initial 7 dwarfs may do any work |
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system? | * All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system? | ||
* Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional. | * Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional. | ||
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system. | * Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system. | ||
* Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand. | * Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand. | ||
− | * It won't take long until a few inmates start to [[ | + | * It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them. |
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=== Cavernous Dwarves === | === Cavernous Dwarves === | ||
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*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants. | *'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants. | ||
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!! If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.) Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in. | *'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!! If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.) Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in. | ||
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=== Roman Empire === | === Roman Empire === | ||
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*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. | *All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life. | ||
*Steel, Aluminum, and Pig Iron are banned. | *Steel, Aluminum, and Pig Iron are banned. | ||
− | *All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata | + | *All full-time military dwarves must have a matching set of iron platemail (lorica segemata [http://en.wikipedia.org/wiki/Lorica_segmentata]) and iron short swords. |
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow. | **All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow. | ||
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them. | ***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them. | ||
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears. | *BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears. | ||
− | *BONUS '''Aztec Empire''': All military may only use | + | *BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords. |
**MEGA BONUS '''Pre-Historical''': All metal production is banned. | **MEGA BONUS '''Pre-Historical''': All metal production is banned. | ||
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==Arbitrary Law== | ==Arbitrary Law== | ||
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer. | Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer. | ||
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===ASPCA=== | ===ASPCA=== | ||
− | * | + | * {{L|Animals}} are forbidden from the fortress |
* Animals following immigrants cannot enter the fortress | * Animals following immigrants cannot enter the fortress | ||
* Lethal traps forbidden, caged non-sentients must be immediately released | * Lethal traps forbidden, caged non-sentients must be immediately released | ||
Line 610: | Line 334: | ||
===Commune=== | ===Commune=== | ||
− | * After embarking, enable all labors on all dwarves (including immigrants) | + | * After embarking, enable all labors on all dwarves (including immigrants) |
− | * Beds can only be designated as barracks | + | * Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles) |
− | * Coins are forbidden | + | * Coins are forbidden |
− | * Be aware that nobles are to be considered part of the "bourgeoisie" and | + | * Be aware that nobles are to be considered part of the "bourgeoisie" and {{L|Unfortunate accident|dealt with}} immeadiatly |
− | |||
− | |||
===Couples only=== | ===Couples only=== | ||
Line 636: | Line 358: | ||
** Bonus : Cage the king and all of his escorts! | ** Bonus : Cage the king and all of his escorts! | ||
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them. | ** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them. | ||
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===Fight for your name=== | ===Fight for your name=== | ||
Line 672: | Line 389: | ||
* Mine and cut all the diamonds on the map | * Mine and cut all the diamonds on the map | ||
* Only gems can be traded. | * Only gems can be traded. | ||
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===Sexist Segregation=== | ===Sexist Segregation=== | ||
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* Demand goods be turned over from all caravans. | * Demand goods be turned over from all caravans. | ||
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields). | * Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields). | ||
− | + | ||
+ | |||
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society]. | Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society]. | ||
− | + | ===Mesoamerican Dwarfs=== | |
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− | ===Mesoamerican | ||
* All food must be grown above ground, on small plots, surrounded by canals (chinampas) | * All food must be grown above ground, on small plots, surrounded by canals (chinampas) | ||
** BONUS: Flood the farms annually. | ** BONUS: Flood the farms annually. | ||
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* Build a giant, multistory building for holding skulls. | * Build a giant, multistory building for holding skulls. | ||
− | === | + | ==Megaprojects== |
− | + | Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious. | |
− | *Build | + | |
− | * | + | ===Aqueducts=== |
− | * | + | For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high! |
− | * | + | |
− | + | BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it! | |
− | * | + | |
+ | ===Biodome=== | ||
+ | All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible! | ||
+ | |||
+ | No chasms/underground rivers/magma vents allowed. | ||
+ | |||
+ | ===Casting=== | ||
+ | Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress. | ||
+ | |||
+ | BONUS: Make the statues spit lava. | ||
+ | |||
+ | ===Castle=== | ||
+ | Build a castle, greater than anything built by human, elf or dwarf. This is highly time | ||
+ | consuming if you want it to be a good castle. There must be floor indoors, and no underground | ||
+ | constructions except for mining operations and cellars. For an even greater challenge, build | ||
+ | a gigantic tower in the middle, where the nobles stay. | ||
+ | |||
+ | ===Ceremonial Sacrifices=== | ||
+ | Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device. | ||
+ | |||
+ | Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it. | ||
+ | |||
+ | BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise. | ||
+ | |||
+ | ===Computing=== | ||
+ | Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}. | ||
+ | |||
+ | ===Colosseum=== | ||
+ | Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go. | ||
+ | |||
+ | ===Crematory Fortress=== | ||
+ | * Requires a {{L|magma pipe}} and {{L|bauxite}}. | ||
+ | |||
+ | Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface. The temple should be as opulent as possible. In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it. Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}. | ||
+ | |||
+ | ::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards. | ||
+ | |||
+ | ::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. | ||
+ | ::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access. | ||
+ | |||
+ | ===Doomsday Clock=== | ||
+ | Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out. | ||
+ | See how much wealth you can achieve before the clock runs out. | ||
+ | *Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over. | ||
+ | *Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved) | ||
+ | *Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively). | ||
+ | |||
+ | ===Dwarf like an Egyptian=== | ||
+ | *Build a pyramid of epic proportion. | ||
+ | |||
+ | Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground. | ||
+ | |||
+ | *Build rows of Obelisks | ||
+ | |||
+ | Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops. | ||
+ | |||
+ | *Build the whole thing upside down. | ||
+ | ** And then another one on the upside-down one. | ||
+ | |||
+ | *When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts. | ||
+ | |||
+ | ===Graveyard Master=== | ||
+ | Every dwarf deserves a decent resting place: | ||
+ | *Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better. | ||
+ | *Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door. | ||
+ | *Tombs must have all its surfaces engraved. | ||
+ | *Tomb must contain at least 4 statues. | ||
+ | *Once complete, the door must be locked and the tomb must not be ever entered again. | ||
+ | |||
+ | ===How high can you go?=== | ||
+ | Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do! | ||
+ | |||
+ | ===Land battleship=== | ||
+ | Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it. | ||
+ | |||
+ | *Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot) | ||
+ | *Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.) | ||
+ | **Bonus: Find a way to let them fight each other in a naval battle | ||
+ | *Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters ! | ||
+ | *Bonus: Rebuild Noas Arc: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARC DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! | ||
+ | *Mega Bonus: After building your Ship(s), flood the surrounding countryside. | ||
+ | |||
+ | ===Moria=== | ||
+ | Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm. | ||
+ | When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit). | ||
+ | |||
+ | ===Mountain audit/core sample=== | ||
+ | Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample. | ||
+ | |||
+ | ===Project Mayhem=== | ||
+ | |||
+ | *You do not talk about project Mayhem | ||
+ | *Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever. | ||
+ | *Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers. | ||
+ | *Pull the lever and watch the collapse of financial history. | ||
+ | |||
+ | Bonus : make the towers' walls out of glass! | ||
+ | |||
+ | Bonus : Make soap! And remember, human fat is ideal... | ||
+ | |||
+ | Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book) | ||
+ | |||
+ | ===Santa Claus=== | ||
+ | Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world. | ||
+ | |||
+ | ===Skull collector=== | ||
+ | What proves the might of a civilization better than a hall full of skulls? | ||
+ | *Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better. | ||
+ | |||
+ | BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. | ||
+ | SUPERBONUS: Also fill the throne room with kittens. | ||
+ | |||
+ | ===Space Ship=== | ||
+ | Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years. | ||
+ | |||
+ | *BONUS: Use exploding {{L|booze}} as ignitable fuel. | ||
+ | *BONUS: Make a removable {{L|ramp}} for boarding. | ||
+ | *BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps. | ||
+ | *BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.) | ||
+ | *Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)'' | ||
+ | *BONUS+: Make it all out of {{L|steel}}. | ||
+ | *[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it "fly". | ||
+ | *EVEN BETTER: Drop it down a chasm. | ||
+ | *More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series]) | ||
− | === | + | ===Swiss Precision=== |
− | + | Build a working clock. The clock should accurately track DF days, months, and years. | |
− | |||
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− | + | Bonus Points: | |
+ | *If the clock has a mechanical effect in the fortress proper to announce new days | ||
+ | *If the clock creates seasonally appropriate effects at the change of months and/or seasons. | ||
+ | *If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the <s>blast doors</s> <s>floodgates</s> Magma Channels in time for merchants, etc...). | ||
+ | *If the clock governs the schedule of a working rail station (which is always on time). (Definitions of 'working' and 'rail station' are subject to player imagination). | ||
+ | *If the clock takes measures to protect itself. ''"I can't let you do that, Urist."'' | ||
− | + | But don't worry about the bonus points, a precision time device should be hard enough. | |
− | + | ===Temple=== | |
+ | Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}. | ||
− | - | + | ===The cube=== |
+ | Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction: | ||
+ | Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots. | ||
− | - | + | *Bonus: Do multiple story maze (3d-maze) |
+ | *Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit. | ||
− | + | ===The great brewery=== | |
+ | Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping — create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year. | ||
− | - | + | ===The Great Wall of Urist=== |
+ | Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level. | ||
+ | * BONUS: Make it block the <s>mongols</s> goblins out of your half of the map. | ||
+ | * BONUS: Make it out of obsidian. | ||
+ | **BONUS+: Embark on a map without obsidian. | ||
+ | * BONUS: Find a way to make it touch the boundaries. | ||
+ | * BONUS: Build one gate | ||
+ | * BONUS: Arm it with ballistas. | ||
− | - | + | ===The Monolith=== |
+ | As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better. | ||
− | + | *If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above. | |
− | + | ===Statue of greatness=== | |
+ | Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like. | ||
+ | * Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of. | ||
− | |||
− | + | ===Underwater fortress=== | |
+ | Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress. | ||
+ | * Bonus: Build all water-touching walls/roof in clear glass! | ||
+ | * Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])! | ||
+ | * Bonus: Build it in the {{L|ocean}} or a non-freezing lake | ||
+ | * Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water. | ||
+ | * Bonus: Have a mechanism for dropping your enemies into the water to drown! Or fill the water with carp. | ||
+ | * Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry. | ||
+ | * Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock] | ||
− | + | ===Wealth=== | |
+ | The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years. | ||
− | === | + | ===World Domination=== |
− | + | Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. | |
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− | + | You will receive bonus points for making a more realistic World Domination setup. Some suggestions: | |
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+ | * Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort. | ||
+ | * Impractical, overkill solutions to everyday problems ("Sir, the dungeon master wants a better room" "Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.") | ||
+ | * Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles. | ||
+ | * Have a science lab. Use living creatures and people as test subjects. | ||
+ | Doomsday device suggestions: | ||
+ | * Flood the map with water/magma (may require building walls around the edge of the map) | ||
+ | **BONUS: the water has carp in it. | ||
+ | ***BONUSMOD: Carp with laser beams attached to their heads. | ||
+ | * Build an "Earthquake Machine" (the entire map is supported by a single support, which is connected to a lever) | ||
+ | * Build an extensive holding cell network for "scientific purposes". Fill it with megabeasts and <s>elephants</s> <s>unicorns,</s> skeletal carp in secret. Have a lever that lets everything free to feed on the general population. | ||
+ | * Embark in an evil area, and capture and tame all those undead animals <sup>if possible</sup> to create your own undead army | ||
+ | * Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens. | ||
+ | * Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years. | ||
+ | <!-- feel free to add your own ideas for doomsday devices to this list --> | ||
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− | + | {{Category|Guides}} | |
− | + | === The Grand Treasury === | |
+ | At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things. | ||
+ | Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. | ||
− | * | + | *Bonus: Build up the treasury and raid it successfully in Adventure Mode |
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− | == | + | === Heaven === |
− | + | Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces: | |
+ | # Streets paved with gold. | ||
+ | # The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations. | ||
+ | # No dwarves die (except for criminals). Heaven is everlasting. | ||
+ | # All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe. | ||
+ | # Nothing is ever stolen. St. Peter doesn't screw up. | ||
+ | # After the King has arrived, any male children he has must be sent out to fight sieges alone. | ||
+ | |||
+ | BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br /> | ||
+ | BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.<br /> | ||
+ | BONUS: Make Heaven 10 stories above the ground<br /> | ||
+ | Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br /> | ||
+ | ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.<br /> | ||
+ | MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives. | ||
+ | # The Sky darkens (an obsidian ceiling spanning over the map). | ||
+ | # Meteors (opened lava tanks and cave-ins) devastate the earth. | ||
+ | # All bodies of water turn bloody. | ||
+ | # Dig into the HFS and have a battle between Heaven and Hell.<br /> | ||
+ | |||
+ | === City of Ember === | ||
+ | Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground! | ||
+ | # Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers. | ||
+ | # You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking. | ||
+ | # Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house. | ||
+ | # Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city. | ||
+ | # Have a "greenhouse" out on the outskirts for farming. | ||
+ | # You MUST have an underground river and use it for power. | ||
+ | # You MUST have magma and use it for power. | ||
+ | # Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power). | ||
+ | # No military, because there is simply no need for one, but have a fortress guard (to function as police, basically). | ||
+ | # After 200 or more years, unseal the city and colonize the surface. | ||
+ | |||
+ | BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.<br /> | ||
+ | BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent. |