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Difference between revisions of "Playstyle challenge"

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{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}
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The following is a list of [[challenge]]s relating to playstyle.
 +
 
 
==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 [[fun]]), leaving you to other challenges.
 
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 [[fun]]), leaving you to other challenges.
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* 1 copper ore
 
* 1 copper ore
  
Nothing else. From that alone, forge your pick and axe.  Real dwarves won't need to peek...
+
Nothing else. From that alone, forge your axe and pick.  Real dwarves won't need to peek...
  
 
{{Spoil small|
 
{{Spoil small|
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... and proceed as normal.|Step-by-step}}
 
... and proceed as normal.|Step-by-step}}
  
===Peasantry===
+
You can set the embark points as 309 (the minimum for a steel anvil and a piece of [[Tetrahedrite]]) in the [[advanced world generation]] settings to mandate this challenge. (Ironically, bringing a copper axe and pick costs less points than bringing an anvil, but that's perhaps against the spirit of this challenge.)
* Spend 0 Points on embark
+
 
 +
As an additional challenge, don't spend any points on skills.
 +
 
 +
You can make things worse for yourself by swapping the ore for a fire-safe block.  Raze other civilizations, and hope that you get metals.
  
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot.
+
===NULL===
  
The wooden axes of recent versions make this challenge a lot less gruelling. All you end up with is a fort that decided not to dig until the first caravan. Of course, you could just choose not to use wooden axes (on the honor system, naturally) or to embark in a place too dwarfy for aboveground trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the starting dwarves can drink blood). You don't need a trade depot if ''something'' happens to a caravan that carries a pick.
+
* Spend zero points on embark
 +
 
 +
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants.
 +
 
 +
Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood)... unless you retire-scum to move your "start" time to near autumn.
 +
 
 +
If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting.
 +
 
 +
For either this or the above challenge, you can choose to instead use your points on [[useless crap]]. Note that most finished goods can be traded, which might go against the spirit of this challenge. It is, however, possible to embark after removing all supplies and skills, thereby having spent no points at all.
  
 
=== Stranded Scout Squad ===
 
=== Stranded Scout Squad ===
Line 50: Line 65:
  
 
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.
 
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.
 +
 +
=== Sea Ice Challenge ===
 +
* Embark in the middle of an [[arctic ocean]]
 +
 +
A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be ice, wildlife drops, (possibly) fish, the resources you embark with, and the ones you manage to buy from the dwarven caravan, as nobody else will bother to come here.
 +
 +
You'll need to use [[DFHack]] to bypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet from collapsing into the water underneath.
 +
 +
Note that you ''can'' play on an arctic ocean biome with cave-ins enabled, but that will just turn the site into something close to a standard glacier, which is perhaps against the spirit of this challenge.
  
 
==Races==
 
==Races==
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Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.
 
Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.
 +
 +
HippieBonus: Mod in cannabis
  
 
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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Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.
 
Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.
  
===Hobbitton===
+
=== Hobbiton ===
 
Forget about deep-delving adventures and armoursmithing. You're playing hobbits.
 
Forget about deep-delving adventures and armoursmithing. You're playing hobbits.
  
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* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill.  
 
* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill.  
  
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
+
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
  
 
===Humans - Living Large and Standing Tall===
 
===Humans - Living Large and Standing Tall===
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* BOUNS: Miniproject: Have a series of canals for transport.
 
* BOUNS: Miniproject: Have a series of canals for transport.
 
* BONUS: Easy Play: Embark on top of a Human Town.
 
* BONUS: Easy Play: Embark on top of a Human Town.
* BONUS: Don't use any dwarven physics,ex.atom smashers, perpetual motion devices.
+
* BONUS: Don't use any dwarven physics: Eg.atom smashers, perpetual motion devices.
 
* 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 [[mega construction|one huge arcology]].
 
* MEGABONUS: Build your entire fortress as [[mega construction|one huge arcology]].
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* No mechanics or [[mechanism]]s
 
* No mechanics or [[mechanism]]s
 
* No [[machine]]s
 
* No [[machine]]s
 
+
* BONUS: Hey, wait, aren't crossbows machinelike?
** BONUS: Hey, wait, aren't crossbows machinelike?
 
  
 
===Earthworms===
 
===Earthworms===
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* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.
 
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.
 
* To make it easier, you can come up to the surface now and then.
 
* To make it easier, you can come up to the surface now and then.
* Try to keep the tunnel as short as possible.
+
* Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.
* Like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.
 
 
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!
 
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!
 
* 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!
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=== Kill demons ===
 
=== Kill demons ===
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.
+
Try to kill as many [[demon]]s as possible. Use siege-engines and fortifications. Remember that collapsing caves (use supports) kills everything.
 +
 
 +
*RipandTearBonus: Mod in Doomguy and/or a BFG.
  
===Eskimo===
+
===Frozen North===
Live like the Eskimo! Only try if you are an expert
+
Live like the Inuit! Only try if you are an expert.
 
* Embark somewhere with tundra or glacial biome.
 
* Embark somewhere with tundra or glacial biome.
 
* Lot of fishermen, hunters and only a few diggers.
 
* Lot of fishermen, hunters and only a few diggers.
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===Amazon dwarves===
 
===Amazon dwarves===
*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.
+
*Kill or lock away all male dwarves, kids are allowed until they grow up.
 
*BONUS: military use only bows and spears.
 
*BONUS: military use only bows and spears.
*DOESTHISMAKEITOFFENSIVE Bonus: Do the same but with women instead
+
*MRA Bonus: Do the same but with women instead
  
Alternative: Instead of killing the males, use them as slaves and make them work for the females dwarves. Put all the females in the military, no male nobles allowed.
+
Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed.
 +
 
 +
=== Prolife fortress ===
 +
*Do not geld any animals. Even [[Catsplosion|cats]].
 +
*If any gelder arrive to your fortress, kill them.
 +
**Bonus: legendary gelders must be killed with legendary violence!
 +
*Bonus: Kill asexual dwarves too.
  
 
===Dwemer City-State===
 
===Dwemer City-State===
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**Bonus: Embark in dangerous region, so your "big-cruel-outside" lifestyle would make sense.
 
**Bonus: Embark in dangerous region, so your "big-cruel-outside" lifestyle would make sense.
 
*Smooth and engrave everywhere you dig.
 
*Smooth and engrave everywhere you dig.
*Bonus: Awesome un[[support]]ed bridges between high underground towers.
+
*Bonus: Awesome bridges between high underground towers.
 
*Everything you produce should be made of rock and metal, and maybe leather and cloth. Wood is only allowed for making coal. True dwemers sleep on nicely engraved cave floor.
 
*Everything you produce should be made of rock and metal, and maybe leather and cloth. Wood is only allowed for making coal. True dwemers sleep on nicely engraved cave floor.
 
**Optional: Use only copper, bronze and gold.
 
**Optional: Use only copper, bronze and gold.
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*Everything that can be automated should be automated. Your dwarves deserve some comfort.
 
*Everything that can be automated should be automated. Your dwarves deserve some comfort.
 
*Slowly redress all your dwarves in robes, cloaks etc.
 
*Slowly redress all your dwarves in robes, cloaks etc.
*Optional: Catch some [[iron man]]s or [[bronze colossus]]es and unleash them on everything that is not dwarven caravan. Or on actually everything - that's easier.
+
*Optional: Catch some [[iron man | iron men]] or [[bronze colossus]]es and unleash them on everything that is not the dwarven caravan. Or on actually everything - that's easier.
 
**Modding bonus: Add craftable allied automatons.
 
**Modding bonus: Add craftable allied automatons.
*Every migrant who is not mechanic, stoneworker, craftsman, smith, administrator/trader or medic should be marked as "Falmer". Falmers must live separately from your dwarves, you need no care of them, the only food they deserve is plump helmets, the only drink is water. Shortly, they are your slaves now. Falmers must do all the "dirty" work, like mining, operating, farming, hauling or anythyng you don't want your real dwarves to do. Falmers' children are Falmers too, indeed.
+
*Every migrant who is not a mechanic, stoneworker, craftsman, smith, administrator/trader or medic should be marked as "Falmer". Falmers must live separately from your dwarves, you need no care of them, the only food they deserve is plump helmets, the only drink is water. Shortly, they are your slaves now. Falmers must do all the "dirty" work, like mining, operating, farming, hauling or anything you don't want your real dwarves to do. Falmers' children are Falmers too, indeed.
 
**Bonus: Make them live in caverns.
 
**Bonus: Make them live in caverns.
 
***Bonus: Blind them all.
 
***Bonus: Blind them all.
 
****Bonus: Torture them in specially designed rooms. Torture elves there too.
 
****Bonus: Torture them in specially designed rooms. Torture elves there too.
*RPGbonus: Make your fortress a single-directed "corridor" dungeon with traps and caged bronze collosuses (with pressure plates connected to cages), so the future adventurers could enjoy it. The last room should be filled up with treasures.
+
*RPGbonus: Make your fortress a single-directed "corridor" dungeon with traps and caged bronze colossuses (with pressure plates connected to cages), so the future adventurers could enjoy it. The last room should be filled up with treasures.
**SuperRPGbonus: Secret passage to your treasure room right near the main enterance. It's only avaible to open it from inside.
+
**SuperRPGbonus: Secret passage to your treasure room right near the main entrance. It's only possible to open it from the inside.
*Optional: Put an end to your fortress by trying to use demons as energy source.
+
*Optional: Put an end to your fortress by trying to use demons as an energy source.
  
 
===The Oregon Trail===
 
===The Oregon Trail===
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*Modding BONUS: Mod the raws and actually embark as humans.
 
*Modding BONUS: Mod the raws and actually embark as humans.
 
*Naming BONUS: Name the fort 'Tombstone'.
 
*Naming BONUS: Name the fort 'Tombstone'.
*Modding BONUS: Mod the raws to make sentinents butcherable, cause a food shortage and attempt to recreate the Donner Party.
+
*Modding BONUS: Mod the raws to make sentients butcherable, cause a food shortage and attempt to recreate the Donner Party.
 
*Modding BONUS: Add dysentery.
 
*Modding BONUS: Add dysentery.
 
*Mega Modding BONUS: Add guns and bullets of some sort.
 
*Mega Modding BONUS: Add guns and bullets of some sort.
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===Aliens vs Predator===
 
===Aliens vs Predator===
Rise a civilization just to hunt [[demon]]s.
+
Raise a civilization just to hunt [[demon]]s.
 
*Nothing to specify about preparation and early game.
 
*Nothing to specify about preparation and early game.
 
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
 
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
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==Utter Dwarfiness==
 
==Utter Dwarfiness==
 
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?
 
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?
 +
 +
===Orzammar===
 +
*settle into a large mountain range.
 +
*have your dwarves separated into different 'castes'. Each dwarf must do no more than is required of his caste, and no less. The peasants must be called 'casteless' and must have no labours activated.
 +
*each caste is one main labour, for example: masonry is a caste, but engraving isn't and is instead included in the masonry caste. There is a farmer caste, but no cook caste. That is included in farming. Mining is a caste in itself.
 +
*young dwarves adopt their parent's caste. Girls adopt their mother's caste, males adopt their father's caste.
 +
*build your fortress into different districts: diamond quarter for the nobles, the commons for all the workers, and dust town for the 'casteless' dwarves.
 +
*ORZAMMAR BONUS: build a 'proving ground' for fighting, complete with seats for all the dwarves in the city.
 +
*build a deep road over the caverns, then break it and face the eternal wrath of the caverns.
 +
**MEGADWARFBONUS: build the road over hell instead, and face the eternal wrath of the underworld.
 +
***MEGAMODDERBONUS: mod in an anvil of the void, which can turn dwarves int huge golems which don't need to eat or sleep. Use them to fight off the eternal forces of demons/crundles.
 +
*Have all dwarves who do something amazing become 'paragons' and get turned from their old caste into a member of the noble caste.
 +
*have huge lavafalls to light up the city.
 +
*Become the mountainhome at some point
 +
*build a huge hall of heroes at the front gate full of statues of paragons, kings and queens.
  
 
===Bandit Camp===
 
===Bandit Camp===
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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
* BONUS: Construct a large sickle-hammer at the fortress enterance to show the regime.
+
* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.
  
===Hermit===
+
===Hermit/age===
* Spend points ONLY on ONE [[Pick]]
+
* Spend points ONLY on ONE [[pick]].
  
A well known and popular challenge. Kill off 6 starting dwarves and any [[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.
+
A well known and popular challenge. Kill off or expel 6 of the starting dwarves and any [[immigrant]]s 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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==="Let Slip the Dogs of War"===
 
==="Let Slip the Dogs of War"===
* No military Dwarves are permitted, including Fortress Guard.
+
* No military dwarves are permitted, including the [[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.
 
* War dogs must be your only form of attack and defense.
 
* War dogs must be your only form of attack and defense.
** 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.
 
* Don't forget to cry "Havoc!".
 
* Don't forget to cry "Havoc!".
  
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'''Variants'''
 
'''Variants'''
 
* Embark with no construction materials, into an area devoid of trees.
 
* Embark with no construction materials, into an area devoid of trees.
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.
+
* Construct a fortress made entirely out of glass. Try not using magma, or limit yourself only to clear and crystal glass.
 
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.
 
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.
 
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice "Economical".
 
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice "Economical".
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* One dedicated Butcher+Tanner
 
* One dedicated Butcher+Tanner
 
* Minimal supplies and skills, so you can bring...
 
* Minimal supplies and skills, so you can bring...
* As many puppies and kittens you can afford
+
* As many puppies and kittens as you can afford
 
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden
 
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden
  
 
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.
 
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.
 +
BONUS: Embark in an evil region.
  
===The Night's watch===
+
===The Night's Watch===
 
Make a replica of The Wall from the novel series "A Song of Ice and Fire"
 
Make a replica of The Wall from the novel series "A Song of Ice and Fire"
* Embark on area with north half of terrifying glacier area and south half of some non-evil taiga.
+
* Embark on area with north half of terrifying glacier area and south half of some non-evil taiga. IMPORTANT: Build a HUGE ice wall to cut the north half away.
* IMPORTANT: build a HUGE ice wall to cut the north half away
 
 
* BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else
 
* BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else
 
* MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful
 
* MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful
 +
* GAMEOFTHRONUS: Rebuild Castle Black and have everything within the castle.
  
 
===The World is Flat===
 
===The World is Flat===
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** 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.
 
* BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking.
* BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms
+
* BONUS: Live underground in the caverns. Create their little huts out of rock and mushroom wood.
  
 
===Cave Men===
 
===Cave Men===
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*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!
 
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!
 
*All farming must be done with surface plants. No underground plants.
 
*All farming must be done with surface plants. No underground plants.
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.
+
*Humans need several pubs so they can go bar-hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.
 
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.
 
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.
+
*Finally, you need an aboveground castle. Early on, a small building will suffice, but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.
  
 
*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.
 
*BONUS: Every family has its own house. Each house has a "sink" (well), garage (shack) filled with owned tools, a driveway leading to the main thoroughfare, etc. Multiple-floor apartment buildings for the poor/immigrant dwarves. Once they become useful, they become "wealthy" and are moved to better housing. If they get married, they are moved to better housing for a year - if they're not "wealthy" by then, their house is foreclosed. If they arrive married/with kids, they get cheap housing anyway.
 
*BONUS: Every family has its own house. Each house has a "sink" (well), garage (shack) filled with owned tools, a driveway leading to the main thoroughfare, etc. Multiple-floor apartment buildings for the poor/immigrant dwarves. Once they become useful, they become "wealthy" and are moved to better housing. If they get married, they are moved to better housing for a year - if they're not "wealthy" by then, their house is foreclosed. If they arrive married/with kids, they get cheap housing anyway.
*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.  
 
**Chop down enough trees to piss off the elves every once in a while.  
 
**Chop down enough trees to piss off the elves every once in a while.  
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=== Dwarven Prison ===
 
=== Dwarven Prison ===
Faced with rising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarves to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.
+
Faced with rising criminal rates, the king has decided to go for a zero-tolerance policy. He sent out seven dwarves to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.
  
 
* Only your initial 7 dwarves may do any work
 
* Only your initial 7 dwarves may do any work
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* It won't take long until a few inmates start to [[strange mood|go insane]] from sensory deprivation. Too bad for them.
 
* It won't take long until a few inmates start to [[strange mood|go insane]] from sensory deprivation. Too bad for them.
 
*BONUS: build a lever for mad dwarves to commit suicide by cave-in
 
*BONUS: build a lever for mad dwarves to commit suicide by cave-in
*SUPERBONUS: Have on of your dwarves escape the prison through a tunnel hidden by an engraving
+
*SUPERBONUS: Have one of your dwarves escape the prison through a tunnel hidden by an engraving
 
*SUPERMEGABONUS: Make the escaped dwarf a legendary Bookkeeper and Stonecrafter.
 
*SUPERMEGABONUS: Make the escaped dwarf a legendary Bookkeeper and Stonecrafter.
  
Line 525: Line 573:
  
 
*Using the wiki and asking questions on the forums are forbidden!  The king only laughs when your inquiries arrive.  You only know what you knew from the start, anything else has to be tested with experiments
 
*Using the wiki and asking questions on the forums are forbidden!  The king only laughs when your inquiries arrive.  You only know what you knew from the start, anything else has to be tested with experiments
**BONUS only embark with peasants and only accept immigrants with adequate or lower skills.   
+
**BONUS: only embark with peasants and only accept immigrants with adequate or lower skills.   
***MEGABONUS when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisors (anyone who comes with him)
+
***MEGABONUS: when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisors (anyone who comes with him)
  
 
===Steve Jackson's Dwarfanoia===
 
===Steve Jackson's Dwarfanoia===
*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the "best" layer
+
*Make colored layers for the dwarves to live in: Black (infrared), red, yellow, orange, green, blue. EVERYTHING in each layer must be that color. A purple computer is at the "best" layer
 
** If you see a dwarf leave his color to go to a nicer one kill them.  
 
** If you see a dwarf leave his color to go to a nicer one kill them.  
 
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)
 
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)
Line 579: Line 627:
 
Build a perfect replica of Venice.
 
Build a perfect replica of Venice.
  
*Building next to a river-side, carve out canals and make a picture-perfect replica or Venice, down its basilicas and plazas.
+
*Building next to a river-side, carve out canals and make a picture-perfect replica of Venice, down to its basilicas and plazas.
 
*Make sure to have an expansive glass industry.
 
*Make sure to have an expansive glass industry.
  
* Bonus: make models of other famous historical-era cities.
+
* Bonus: make models of other famous historical-era cities.
  
 
===Dwarf Hoarder Challenge===
 
===Dwarf Hoarder Challenge===
Line 602: Line 650:
 
Step 5: Do what you did in step two, but underground!
 
Step 5: Do what you did in step two, but underground!
  
Step 6: Install over complicated, dwarfy defenses to your underground stockpile.
+
Step 6: Install over-complicated, dwarfy defenses to your underground stockpile.
  
 
Step 7: Continue until the King or Queen arrives.
 
Step 7: Continue until the King or Queen arrives.
Line 615: Line 663:
  
 
Step 10: Brave your defenses in adventure mode and gain access to your great fortune!
 
Step 10: Brave your defenses in adventure mode and gain access to your great fortune!
*BONUS: Make sure one of the founding dwarfs survives, after possibly killing every other founder, so you must fight the berserk HoardLord to get the fortune!
+
*BONUS: Make sure one of the founding dwarves survives, after possibly killing every other founder, so you must fight the berserk HoardLord to get the fortune!
  
 
*BONUS: Make a system so the nobles stay alive.
 
*BONUS: Make a system so the nobles stay alive.
Line 632: Line 680:
 
* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.
 
* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.
 
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).
 
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).
* Unskilled Peasant immigrants and dwarven children who grow up may be assigned ONE labor. You can only do this right when they show/grow up, so check the population on your status screen to see what jobs your fortress is lacking, and choose carefully. If you play without this variation, your Peasants are destined to be nothing more than haulers/cleaners (and harvesters if you have "all dwarves harvest" enabled in the .ini), or deadbeat welfare bums if you disabled their labors for some reason.
+
* Unskilled Peasant immigrants and dwarven children who grow up may be assigned ONE labor. You can only do this right when they show/grow up, so check the population on your status screen to see what jobs your fortress is lacking, and choose carefully. If you play without this variation, your Peasants are destined to be nothing more than haulers/cleaners (and harvesters if you have the "all dwarves harvest" standing [[order]] enabled), or deadbeat welfare bums if you disabled their labors for some reason.
 
** SUPEREASYMODE variation of the above: new Peasants may be assigned 1 labor Category, ex. press shift+enter on the Stoneworking category to enable Masonry and Stone Detailing.
 
** SUPEREASYMODE variation of the above: new Peasants may be assigned 1 labor Category, ex. press shift+enter on the Stoneworking category to enable Masonry and Stone Detailing.
  
 +
===Live Artillery===
 +
*Build a fortress
 +
*Retire or abandon it, with plenty of pits left open/cage traps left lying around/ other traps
 +
*Go into adventure mode, find a creature with a ranged attack, chop at its limbs without killing it.
 +
*Before or after this, drag or lure it into the fortress pit/trap.
 +
*Reclaim the fortress. Use the new live artillery piece to great effect.
 +
*Repeat.
 +
**Bonus: only megabeasts will do as artillery pieces.
  
 
===Wood-free challenge===
 
===Wood-free challenge===
Line 647: Line 703:
 
*dwarves must be trained in a weapon skill on embark
 
*dwarves must be trained in a weapon skill on embark
 
*create deathchambers and have a strict prison policy
 
*create deathchambers and have a strict prison policy
*make sure to sacrifice dwarves to the god armok
+
*make sure to sacrifice dwarves to the god Armok
  
 
===Fort Uriststrad===
 
===Fort Uriststrad===
Line 661: Line 717:
 
*BONUS: Initiate a human siege
 
*BONUS: Initiate a human siege
 
**MEGABONUS: If the fort falls to a siege, come back in adventure mode and kill all the occupants + steal their stuff.
 
**MEGABONUS: If the fort falls to a siege, come back in adventure mode and kill all the occupants + steal their stuff.
 +
 +
===Rage against the Heavens [MAJOR Spoilers]===
 +
Those pesky gods keep bring demons into the world to lead those stupid goblins. It is time to show them who's really boss.
 +
* In [[fortress mode]], successfully colonize [[Hell]]. Retire the fortress.
 +
* In [[adventurer mode]], clear a [[vault]]. Bring all [[divine metal]] items and the artifact slab found in the vault back to your fortress. Retire the adventurer.
 +
* Un-retire the fortress. Melt down all the divine metal, and construct a monument in Hell out of it.
 +
* Place the artifact slab in the center of the monument.
 +
* [[cave-in|Drop]] the entire monument into an eerie pit.
 +
* Profit.
  
 
==Arbitrary Law==
 
==Arbitrary Law==
Line 689: Line 754:
 
* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles).
 
* Beds can only be designated as barracks or a dormitory, 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 [[Unfortunate accident|dealt with]] immediately.
+
* Be aware that nobles are to be considered part of the "bourgeoisie" and are to be [[Unfortunate accident|dealt with]] immediately.
 
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.
 
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.
 
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.
 
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.
Line 736: Line 801:
 
** BONUS: Bring no wood
 
** BONUS: Bring no wood
  
Play as an expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs.  
+
Play as an expedition team that landed on a glacier after a horrible accident and is completely cut off from the rest of the world. They must find water for food and underground trees for basic needs.  
Suggested embark equipment: some wood, lots of food & drink, multiple mining dwarfs to reach the caves fast.
+
Suggested embark equipment: some wood, lots of food & drink, multiple mining dwarves to reach the caves fast.
  
 
===Government in Exile===
 
===Government in Exile===
Line 769: Line 834:
  
 
===Sexist Segregation===
 
===Sexist Segregation===
* Establish two functioning and stable fortress
+
* Establish two functioning and stable fortresses
 
* One must be entirely male, the other entirely female
 
* One must be entirely male, the other entirely female
 
* Married couples are to be processed
 
* Married couples are to be processed
Line 787: Line 852:
 
* Building city walls is considered weak and cowardly.  
 
* Building city walls is considered weak and cowardly.  
 
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.
 
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are 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 graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society], and see Bret Devereaux's series [https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/ This. Isn't. Sparta].
  
 
===Xenophobia===
 
===Xenophobia===
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*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.
 
*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.
 
*Any dwarf that has any relation to any noble must be executed.  
 
*Any dwarf that has any relation to any noble must be executed.  
* Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.
+
*Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.
  
 
===Specialized economy===
 
===Specialized economy===
Line 834: Line 899:
 
===Becoming the abomination you sought to kill===
 
===Becoming the abomination you sought to kill===
  
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the forteress but none of them actually KNOWS the other are pursuing the same goal undetected!
+
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the fortress but none of them actually KNOWS the others are pursuing the same goal undetected!
  
 
Here is a typical set of laws:
 
Here is a typical set of laws:
Line 850: Line 915:
 
-No magical materials (nothing above steel)
 
-No magical materials (nothing above steel)
  
-Forteress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the "glorious death defeating the dragon by any means necessary" plan). Did I mention the alcohol restrictions turns dwarf insane?
+
-Fortress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the "glorious death defeating the dragon by any means necessary" plan). Did I mention the alcohol restrictions turns dwarf insane?
  
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONCIOUS is untrustworthy...
+
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONSCIOUS is untrustworthy...
  
 
Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently.
 
Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently.
  
Success is achieved by one criteria only: at the death of the forteress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to "win".
+
Success is achieved by one criteria only: at the death of the fortress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to "win".
  
 
=== Dwarves need magma===
 
=== Dwarves need magma===
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Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like,place them in one room. Outside each room place racks of high quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, Let them all loose. Watch the [[Fun]].
+
Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like, place them in one room. Outside each room, place racks of high-quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, let them all loose. Watch the [[Fun]].
  
Bonus: Rig up traps so when othere dwarves rush into combat, the area becomes filled with deadly creatures and traps.
+
Bonus: Rig up traps so when other dwarves rush into combat, the area becomes filled with deadly creatures and traps.
  
 
===The Hive===
 
===The Hive===
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**Dwarf Therapist helps with this.
 
**Dwarf Therapist helps with this.
 
**Hunting and fishing are optional.
 
**Hunting and fishing are optional.
*The endgoal is to make a fully functioning "bee hive" like fortress, All rooms inside the hive must be the same size.
+
*The endgoal is to make a fully functioning "beehive" -like fortress, All rooms inside the hive must be the same size.
 
*The hive must be suspended in the sky like below (scale is your choice)
 
*The hive must be suspended in the sky like below (scale is your choice)
 
**BONUS: Suspend it over a volcano.
 
**BONUS: Suspend it over a volcano.
Line 945: Line 1,010:
 
*No hospital. If the dwarf doesn't heals by himself and becomes useless, kill him.
 
*No hospital. If the dwarf doesn't heals by himself and becomes useless, kill him.
 
**BONUS : No tombs, dump the corpses in lava
 
**BONUS : No tombs, dump the corpses in lava
***MEGABONUS : No drinking water, of for that matter anything else than alcohol. Water is not dwarven.
+
***MEGABONUS : No drinking water, or for that matter anything besides than alcohol. Water is not dwarven.
 
****ULTRABONUS : Infect your whole fort with a werebeast curse. (A sufficiently dwarven animal is required, like badgers). No more need for hospital.
 
****ULTRABONUS : Infect your whole fort with a werebeast curse. (A sufficiently dwarven animal is required, like badgers). No more need for hospital.
 
* All dwarves must have at least Adept in most social skills.
 
* All dwarves must have at least Adept in most social skills.
Line 967: Line 1,032:
 
**BONUS : Mod difficult creatures that blood gives stat bonuses to your dwarves.
 
**BONUS : Mod difficult creatures that blood gives stat bonuses to your dwarves.
 
*Fortress must end in a loyalty cascade and a fight to the death, to see which dwarf/which faction are the REAL überdwarves. Then abandon fort and follow your überdwarves in legends mode.
 
*Fortress must end in a loyalty cascade and a fight to the death, to see which dwarf/which faction are the REAL überdwarves. Then abandon fort and follow your überdwarves in legends mode.
 +
*BONUS: Create an underclass of dwarves who do not fulfil these criteria. Make them dedicated haulers who serve the überdwarves.
 +
**MEGABONUS : Call those "Last Men"
  
 
===<s>Dwarf</s> Vampire Fortress===
 
===<s>Dwarf</s> Vampire Fortress===
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(We are not responsible for any damages caused to your fortress due to the disadvantages of this challenge. Disadvantages include, but are not limited to, severe unhappiness of your dwarves due to being unable to get happy [[thoughts]] from quality food and drink, getting ''un''happy thoughts from alcohol withdrawal they can't satisfy, and/or the death of dwarves because <s>lazy slackers</s> dwarves nearly always choose to sleep before drinking and thus getting fed on by your newly cursed lieges. The same fate can befall new migrants, beware.)
 
(We are not responsible for any damages caused to your fortress due to the disadvantages of this challenge. Disadvantages include, but are not limited to, severe unhappiness of your dwarves due to being unable to get happy [[thoughts]] from quality food and drink, getting ''un''happy thoughts from alcohol withdrawal they can't satisfy, and/or the death of dwarves because <s>lazy slackers</s> dwarves nearly always choose to sleep before drinking and thus getting fed on by your newly cursed lieges. The same fate can befall new migrants, beware.)
  
==Construction challenges==
+
===We are Anonymous===
Try building some <s>ridiculously</s> humongous, <s>over</s>complicated construction, using whatever <s>in</s>appropriate building method your fevered imagination can come up with! Need some ideas?  Take a look at the [[Megaprojects|Megaprojects page]]!
+
 
 +
We are Anonymous, unseen and undetected, you were expelled from the mountain home with few supplies, you must leave no evidence of your continued existence.
 +
 
 +
* Do not harvest any trees or plants
 +
* Your entrance must be sealed off immediately after getting all your supplies inside
 +
**BONUS : Use cave-ins to seal the entrance
 +
***MEGABONUS : Do it without losing a dwarf
 +
****MAGMABONUS : Flood the world with magma to hide your entrance
 +
* All Farming and tree cutting must go on inside
 +
* Do not use a river, only use aquifer water
 +
* Seal off all entrances to the caverns
 +
 
 +
===Cargo Cult===
 +
 
 +
* Don't build any workshops or farms (with a possible exception for [[still]]).
 +
** Bonus: Disable all labours and live solely on imported goods.
 +
* Build your whole fortress around a [[trade depot]]. Train your [[building designer]] to build a really good trade depot eventually.
 +
* "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them.
 +
* Build shrines in the names of [[outpost liaison]] and foreign diplomats.
 +
 
 +
===Yirkish fort===
 +
 
 +
* Real elartians hate nature. Burn forests, kill animals and drain fish ponds.
 +
** BONUS: Real elartians hate other species. No pets, no caravans!
 +
*** MEGABONUS: Real elartians are squeamish about making wooden things. Drop the logs in magma. As a last resort, make some charcoal.
 +
 
 +
* Real elartians not wear clothes, but only wear pouch. Take all the clothes off your dwarves, you can only wear a quiver, flask and backpack.
 +
** Reduced difficulty: Doorfs aren't exactly elartics, they don't have natural shells. So you can wear armour but not leather, only bone and metal.
 +
 
 +
* The children of elarthk don't live off the adults, they're fighting a war to survive for the right to grow up. Lock the kids in a miasma dumpster. Dump them in water and plump helmet. Only those who have fallen into the tantrum and killed a few, or those who have fallen into a strange mood, should be released.
 +
** BONUS: Add traps in there for even more race cleaning.
 +
*** MEGABONUS: Through DFhack, make the corpses of the dwarves edible. And feed the adult fortress with the corpses of unlucky children.
 +
**** ULTRABONUS: Feed the adults ONLY the corpses of children.
 +
 
 +
* Real elartians eat corpses, so no graveyards or tombs.
 +
* All you can farm is a plump helmet to feed your kids. Adults should only eat meat. Other underground plants are for alcohol only.
 +
 
 +
* Real elartians don't make beds, they sleep on chests and boxes. Make a dormitory right in the warehouse.
 +
* Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels.
 +
* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk.
 +
 
 +
===The Combine===
 +
 
 +
*During embark choose biggest embark location size you can get. Remember that you can use U, M, K, and H to resize the embark location.
 +
 
 +
*Build the fortress on surface in anyway or shape you like.
 +
 
 +
*When you have decent size fortress population (50 to 100) stop any dwarf reproduction, divide male dwarves into two groups - workers and military. All females by default in worker groups.
 +
Workers have all jobs enabled.
 +
 
 +
*Strip and throw away anything your dwarves don't need in their line of work and survival. That means valuables, personal belongings etc.
 +
**BONUS: After that any worker dwarf that has valuables or belongings is executed on spot. Valuables or belongings of military dwarves just thrown away. Only Expedition Leader can have limited amount of personal belongings and valuables.
 +
 
 +
*Recreation is prohibited. Expedition Leader has limited access to recreation.
 +
 
 +
*From this point forward your goal is to secure everything that is useful to your survival and throw away everything that is not. But first you have to expand your fortress on surface, build walls around your fortress, have guard posts around edges.
 +
**BONUS: Anything you secure you have to use immediately - no stockpiling. Unless it's weapons, ammo, armor, tools, medicine and food.
 +
 
 +
*Any crime is dealt with by capital punishment.
 +
**BONUS: Divide your workers into several burrows and have them moved from one burrow to another at regular intervals.
 +
***MEGABONUS: Dwarf reproduction is a crime. Any result form that is destroyed along with parents and their relatives.
 +
****ULTRABONUS: Feed your workers with simple meals while military dwarfs with decent or excellent meals.
 +
*****MEGABONUS: Dead soldier = their family execution
 +
******MAGMABONUS: Build huge citadel in the center of your fortress where all military and expedition leader will live and be dispatched.
 +
 
 +
*Do not trade with anyone but dwarves. Caravan from any other race is to be destroyed on spot.
 +
 
 +
**GENERAL BONUS: Turn anything outside of your fortress walls into barren wasteland
 +
***GENERAL MEGABONUS: Have 10 layers 4x4 closed off pit inside your citadel - strip corpses of anything useful and throw them there. Only specific set of dwarves can be tasked with corpse disposal.
 +
 
 +
===Vault-Tec Calling===
 +
*The world above is dangerous. Build a better future underground for your dwarves before the bombs fall.
 +
 
 +
*Embark with lead bars to create a radiation proof [[Bridge|vault door]].
 +
 
 +
*[[Animals]] are also forbidden to embark with. Any brought by migrants are to be immediately slaughtered.
 +
 
 +
*Rename your expedition leader to “overseer”.
 +
 
 +
*You have two years to trade with the outside world and build a vault underground. After this, seal up the vault door. No migrants in and nobody out.
 +
**BONUS: Embark on a glacier. You will have to venture into the caverns below to farm and survive.
 +
 
 +
*Survive as long as you can!
 +
**BONUS: Last at least 200 years.
 +
***MEGABONUS: …then delve into the [[Magma sea]]. Build a massive pumpstack up to the surface. Flood the surface with lava, destroying factionalism and paving the way for your brave vault dwellers to recolonize the surface!

Revision as of 16:52, 7 May 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

The following is a list of challenges relating to playstyle.

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 fun), leaving you to other challenges.

Diplomacy

  • Six dwarves with only social skills
  • One skilled dwarf

Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.

  • Expansion: The game is over when you die.
  • BONUS: Turn off all labors for all immigrant dwarves. The worker dwarf is the only one who does anything at all!

Minimalist/Survivalist build

  • 1 anvil
  • 1 copper ore

Nothing else. From that alone, forge your axe and pick. Real dwarves won't need to peek...


You can set the embark points as 309 (the minimum for a steel anvil and a piece of Tetrahedrite) in the advanced world generation settings to mandate this challenge. (Ironically, bringing a copper axe and pick costs less points than bringing an anvil, but that's perhaps against the spirit of this challenge.)

As an additional challenge, don't spend any points on skills.

You can make things worse for yourself by swapping the ore for a fire-safe block. Raze other civilizations, and hope that you get metals.

NULL

  • Spend zero points on embark

This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if something happens to a caravan that carries a pick or axe or if you are lucky with immigrants.

Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood)... unless you retire-scum to move your "start" time to near autumn.

If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your ambush skills from hunting.

For either this or the above challenge, you can choose to instead use your points on useless crap. Note that most finished goods can be traded, which might go against the spirit of this challenge. It is, however, possible to embark after removing all supplies and skills, thereby having spent no points at all.

Stranded Scout Squad

  • Military skills
  • Weapons, ammunition, armor, war dogs
  • Picks are not weapons

Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.

Sea Ice Challenge

A challenge for the ultimate survivalist. The map contains only a thick layer of ice and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be ice, wildlife drops, (possibly) fish, the resources you embark with, and the ones you manage to buy from the dwarven caravan, as nobody else will bother to come here.

You'll need to use DFHack to bypass the embark restrictions (you can uninstall it afterwards) and have cave-ins disabled in d_init.txt all the time, to prevent the ice sheet from collapsing into the water underneath.

Note that you can play on an arctic ocean biome with cave-ins enabled, but that will just turn the site into something close to a standard glacier, which is perhaps against the spirit of this challenge.

Races

Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.

Elves - The Ultimate Hippy Challenge

Peace, man.

  • Don't gather plants except those you plant yourself.
  • 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.
  • Don't burn any coal. Do you know what that does to the environment, man?
    • Magma-smelting is an option, but steel can't be had.
  • Don't cause any creature's death, except in self-defense.
    • 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.
  • Hippies prefer sunlight and wooded areas, with minimal use of rock (digging and building).

Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.

HippieBonus: Mod in cannabis

For an extra challenge try this in an area with a cave.

Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.

Hobbiton

Forget about deep-delving adventures and armoursmithing. You're playing hobbits.

  • You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort.
    • Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all.
    • One family per hobbit-hole, though that may include the help. No underground connections between holes, either.
    • Walls are to be lined with blocks of good polished wood, or clay bricks. Floors can be surfaced in stone or wood.
    • Don't forget your glass skylights and brick chimneys over the kitchen! While you're at it, how about a greenhouse for those exotic plants?
  • Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals and avoid industrial mining.
  • Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill.
  • Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in large pots, so you can sell them your finest liquors for their valuable woodcrafts.

Humans - Living Large and Standing Tall

Pretend you're a filthy above-ground dwelling human.

  • Build a town wall.
    • Only hovels and farms outside the town walls.
  • House your dwarves in small town homes
    • 5-10 dwarves per house (they had pretty big families back in the day)
    • Upstairs bedrooms, small dining room, maybe a single level basement.
  • House your workshops according to profession, not convenience.
  • Build warehouses for stockpiles, and set guards outside them.
  • Create a keep, with its own wall, barracks, treasury, etc.
    • House your nobles within the keep.
  • Create a market square.
  • Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.
  • No underground connections between different areas.
  • For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.
    • If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.
    • Or better than that, create an open pit mine / quarry, with ramps to access lower floors.
  • BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.
  • 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.
  • BOUNS: Miniproject: Have a series of canals for transport.
  • BONUS: Easy Play: Embark on top of a Human Town.
  • BONUS: Don't use any dwarven physics: Eg.atom smashers, perpetual motion devices.
  • BONUS: Advanced Play: Modify the raws and actually use humans to make the fort.
  • MEGABONUS: Build your entire fortress as one huge arcology.
  • MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)

"Humans"

Make your dwarves pretend to be an ordinary, albeit short human village, to disguise the secret diggings below. Prepare to launch an invasion on the unsuspecting Big Folk.

  • Embark as close to the human towns as possible.
  • Construct a "manor house" to house your mayor and broker, with a stone-walled ground level containing office, dining room and kitchens, wood-block walls and windows above for the mayor's bedroom, and a large cellar with a discreetly concealed entrance to the Secret Fortress.
  • Construct a walled village including a token number of shacks, barns and workshops, a mill and a blacksmiths' for that authentic touch.
  • Surround the village with large fields, growing typical human crops.
  • While all this is going on, excavate an extensive fortress underground, with a focus on a well-trained militia. If the map permits, build a secret training area for your army, perhaps hidden in the top of a large hill.
  • Trade only raw crops to the human and elven caravans, in exchange for the minor needs of a human village.
  • Lure the goblins underground before meeting them in battle - best to hide the evidence, you understand.

Luddite

Shun technology and contraptions. Who can really trust them, with all those gremlins running 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.

Earthworms

Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..

  • Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end.
  • Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.
  • To make it easier, you can come up to the surface now and then.
  • Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.
  • BONUS: Leave those pesky nobles walled in as you tunnel away from them!
  • BONUS: Leave stockpiles of armour and weapons for any future diggers to find!
  • MEGABONUS: Surprise a goblin siege by tunneling up underneath them!
  • MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves.

Kill demons

Try to kill as many demons as possible. Use siege-engines and fortifications. Remember that collapsing caves (use supports) kills everything.

  • RipandTearBonus: Mod in Doomguy and/or a BFG.

Frozen North

Live like the Inuit! Only try if you are an expert.

  • Embark somewhere with tundra or glacial biome.
  • Lot of fishermen, hunters and only a few diggers.
  • Every dwarf is at least novice mason
  • Build everything out of ice.
  • Only spears and crossbows allowed in the military
  • BONUS: Axes? what axes?
  • BONUS: Only BONE crossbows, bolts and spears. Metal is for losers.
  • BONUS: Embark near an ocean and create a floating ice fortress.

Amazon dwarves

  • Kill or lock away all male dwarves, kids are allowed until they grow up.
  • BONUS: military use only bows and spears.
  • MRA Bonus: Do the same but with women instead

Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed.

Prolife fortress

  • Do not geld any animals. Even cats.
  • If any gelder arrive to your fortress, kill them.
    • Bonus: legendary gelders must be killed with legendary violence!
  • Bonus: Kill asexual dwarves too.

Dwemer City-State

In loving memory of the famous extincted race from Tamriel.

  • Optional: History should be Very Short. You are the true builders of the world!
  • Every dwarf should have skill in Mechanic, Smith, Engraver or Mason.
  • Hide under earth as soon as possible. "The Upland" is a dangerous place full of dumb races. Go outside only due to extreme necessity.
    • Bonus: Embark in dangerous region, so your "big-cruel-outside" lifestyle would make sense.
  • Smooth and engrave everywhere you dig.
  • Bonus: Awesome bridges between high underground towers.
  • Everything you produce should be made of rock and metal, and maybe leather and cloth. Wood is only allowed for making coal. True dwemers sleep on nicely engraved cave floor.
    • Optional: Use only copper, bronze and gold.
  • No stone fall traps allowed. They're archaic.
  • Everything that can be automated should be automated. Your dwarves deserve some comfort.
  • Slowly redress all your dwarves in robes, cloaks etc.
  • Optional: Catch some iron men or bronze colossuses and unleash them on everything that is not the dwarven caravan. Or on actually everything - that's easier.
    • Modding bonus: Add craftable allied automatons.
  • Every migrant who is not a mechanic, stoneworker, craftsman, smith, administrator/trader or medic should be marked as "Falmer". Falmers must live separately from your dwarves, you need no care of them, the only food they deserve is plump helmets, the only drink is water. Shortly, they are your slaves now. Falmers must do all the "dirty" work, like mining, operating, farming, hauling or anything you don't want your real dwarves to do. Falmers' children are Falmers too, indeed.
    • Bonus: Make them live in caverns.
      • Bonus: Blind them all.
        • Bonus: Torture them in specially designed rooms. Torture elves there too.
  • RPGbonus: Make your fortress a single-directed "corridor" dungeon with traps and caged bronze colossuses (with pressure plates connected to cages), so the future adventurers could enjoy it. The last room should be filled up with treasures.
    • SuperRPGbonus: Secret passage to your treasure room right near the main entrance. It's only possible to open it from the inside.
  • Optional: Put an end to your fortress by trying to use demons as an energy source.

The Oregon Trail

Settle like those who traveled the (in)famous Oregon Trail.

  • Optional: Wait to stop world gen until the year 1840.
  • Embark in an area that has mostly grassland biome.
  • Bring 10 food and 15 booze per dwarf.
  • All dwarves must embark as peasants.
  • Bring a few rabbits along for skins.
  • Bring a few chickens along for eggs, meat and skins.
  • Bring 10 copper bars and three random rocks, but only one axe and pick.
  • If points allow, bring some leather along.
  • If points allow, bring some cloth along.
  • Hint: You may want to find an area with clay.

Post-Embark:

  • Set one miner, one woodhacker, one main farmer, one weaver/clothier, one potter/glazer, one metalsmith and one glassmaker/gem cutter if you have or found sand.
  • All dwarves must plant their own crops, process their own plants, spin their own cloth and cook their own meals.
  • Chop down enough of one tree to make one 4x5 inner-tile log cabin.
  • Repeat the above step for the rest of the 6 dwarves you came with.
  • Hint: Use a rock you brought with to make a kiln. Set a clay collection zone and set Collect Clay on repeat. Use the clay to make houses, instead.
  • Dig your dwarves a 5x5 root cellar and place food stockpiles in them.
  • Place a 10x10 farm plot by each dwarf's cabin.
  • Dig a side hill mine for stone and ore, and make it go down 5 to 6 levels.
  • BONUS: Make a huge 40x40 quarry and decrease size by 2 tiles for each level going down.
  • Settler BONUS: Place 1x10 farm plots that all grow the same crop 1 tile from each other, channel between them, tap into a surface river, and voila. Western-style irrigation.
  • See how long you can survive like this.
  • Modding BONUS: Mod the raws and actually embark as humans.
  • Naming BONUS: Name the fort 'Tombstone'.
  • Modding BONUS: Mod the raws to make sentients butcherable, cause a food shortage and attempt to recreate the Donner Party.
  • Modding BONUS: Add dysentery.
  • Mega Modding BONUS: Add guns and bullets of some sort.

As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!

Aliens vs Predator

Raise a civilization just to hunt demons.

  • Nothing to specify about preparation and early game.
  • Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
  • When everything is ready, find the most military skilled dwarves, give them adamantine equipment and training on your choice. They are The Hunters now.
  • Dig into Hell, if you haven't done it yet. Let the hunt begin!
    • Bonus: Fortress should have several small corridors, so demons can troop round the hunters.
      • DoubleBonus: When the hunt starts, open the main enterance to your fortress. Also make some kind of fortress-destruction mechanism connected to a lever. The last alive Hunter should pull it, so demons wouldn't reach the surface.
        • Or would they?..
  • Optional: If the Hunter(s) survive for a period (season, year etc.), close Hell with bridge and give the Hunters some kind of award. Also they're now supposed to be True Men.

Utter Dwarfiness

Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?

Orzammar

  • settle into a large mountain range.
  • have your dwarves separated into different 'castes'. Each dwarf must do no more than is required of his caste, and no less. The peasants must be called 'casteless' and must have no labours activated.
  • each caste is one main labour, for example: masonry is a caste, but engraving isn't and is instead included in the masonry caste. There is a farmer caste, but no cook caste. That is included in farming. Mining is a caste in itself.
  • young dwarves adopt their parent's caste. Girls adopt their mother's caste, males adopt their father's caste.
  • build your fortress into different districts: diamond quarter for the nobles, the commons for all the workers, and dust town for the 'casteless' dwarves.
  • ORZAMMAR BONUS: build a 'proving ground' for fighting, complete with seats for all the dwarves in the city.
  • build a deep road over the caverns, then break it and face the eternal wrath of the caverns.
    • MEGADWARFBONUS: build the road over hell instead, and face the eternal wrath of the underworld.
      • MEGAMODDERBONUS: mod in an anvil of the void, which can turn dwarves int huge golems which don't need to eat or sleep. Use them to fight off the eternal forces of demons/crundles.
  • Have all dwarves who do something amazing become 'paragons' and get turned from their old caste into a member of the noble caste.
  • have huge lavafalls to light up the city.
  • Become the mountainhome at some point
  • build a huge hall of heroes at the front gate full of statues of paragons, kings and queens.

Bandit Camp

  • Three or more Marksdwarves (perhaps with ambushing)
  • Embark site featuring places to hide

Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.

City-States

  • All dwarves embark as peasants
  • 7 or multiple of 7 of everything you bring (especially picks and axes)
  • BONUS: Make one state for only nobles and force the other states to sustain it

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 doors and can lock everyone in, but after that it is every dwarf for him/herself!

Burrows are very useful for this.

Dwarftopia

  • Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.
  • Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.
    • BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.
  • Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).
  • DO NOT UNDER ANY CIRCUMSTANCES let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.
    • 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.
        • MEGAUBERLITERARYBONUS: build the community from "The Giver", all dwarves keep all jobs they come with, 3-time troublemakers get "released" (spoiler alert) use magma instead of lethal injection, and remember, no death or pain! (mod the game for ultra control over marriage and jobs!)

Equaland

  • No embark requirements
  • Construct a successful fortress
  • All dwarves are given equal attention regarding quarters, dining, armament and burial
  • 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
  • BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.

Hermit/age

  • Spend points ONLY on ONE pick.

A well known and popular challenge. Kill off or expel 6 of the starting dwarves and any 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 To moderate difficulty, feel free to allow these exceptions:

  • Keep one male and one female dwarf as the Dwarven Adam and Eve.
  • Keep your starting seven, but no immigrants.
  • Selectively admit dwarves based on name, profession, etc.
  • Embark with an anvil as well.
  • Become a lone fisherman. The old man and the sea.

Hunting Party

  • One Marksman+Ambusher
  • One Cook+Farmer
  • One Brewer+Farmer
  • Four exclusively social dwarves
  • Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)

Immigration and customs enforcement

  • One miner/mason/architect
  • One woodcutter/carpenter/architect
  • Five military dwarves
  • Embark into a canyon or on a road
  • Don't embark with an anvil

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).

  • BONUS: Make the two areas self-sufficient of each other, no resource-sharing.
  • BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.

"Let Slip the Dogs of War"

  • No military dwarves are permitted, including the Fortress guard.
  • No weapons or armor may be forged, and any obtained from looting must be melted down.
  • War dogs must be your only form of attack and defense.
    • Bonus: No traps or defense mechanisms of any kind may be utilized, only dogs.
  • Don't forget to cry "Havoc!".

28 Drinks Later

  • Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls.
  • Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to Armok. 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.
  • AdvancedPlay: Embark in an evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies.
    • Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.
      • Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated.

Master Of One

Pre-Embark:

  • All starting dwarves must have only one skill

Post-Embark:

  • No changes are allowed on any dwarf's labor screen, except to disable hauling labors (enabling hauling is forbidden)
  • All immigrants must stay with the profession(s) they arrive with
  • All peasants must be activated into the military

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.

Urist of All Trades, Master Of None

Opposite of "Master Of One" above.

Pre-Embark:

  • You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice).


Post-Embark:

  • Enable all labors on all dwarves, at all times.
  • Since only one of Mining, Woodcutting, or Hunting can be enabled at once, try to have an equal number of dwarves in each job. At least once every year, change them around, try to assign them to whichever they have the lowest skill in. Of course, you can leave out Woodcutters if there are no trees (but enable some if you reach a cavern with underground trees), and leave out Hunters if there are no huntable critters.
  • Make/buy enough Picks, Axes, and Crossbows so any dwarf who wants to try Mining, Woodcutting, or Hunting can at any time.
  • Shuffle around your Administrators yearly, or whenever you notice them getting too skilled in their jobs. You can check the personalities of your replacements to make sure they're at least capable of learning appropriate social skills for the job.
  • Draft any (or better yet, every) dwarf into the military. Use the default uniforms. You can only add Individual Choice Melee/Weapon/Ranged, do not assign specific weapons. Keep a variety of weapons in your stockpiles (including any exotic weapons from other rac