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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 [[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 {{L|fun}}), leaving you to other challenges.
  
 
=== Diplomacy ===
 
=== Diplomacy ===
* Six dwarves with only social [[skill]]s
+
* 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
* 1 ash (or stone)
 
  
 
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".)
 
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".)
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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.
  
Sadly, the wooden axes of v0.31 make this challenge remarkably easy. 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).
+
Sadly, the wooden axes of DF2010 make this challenge remarkably easy. 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).
 
 
===Race Against the Clock===
 
* Spend all embark points on [[cat]]s; 50/50 male and female
 
 
 
A variant of Peasantry: can you slaughter enough cats to prevent the [[catsplosion]] while eeking out your pitiful livelihood?
 
  
 
=== 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 [[fuel|coal]]. Do you know what that does to the environment, man?
+
* 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.
* [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building).
+
* {{L|Elf|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.
 
Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.
  
 
For an extra challenge try this in an area with a cave.
 
For an extra challenge try this in an area with a cave.
 
===Hobbitton===
 
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 barrels and 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===
Pretend you're a filthy above-ground dwelling [[Human|human]].
+
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.
* BOUNS: Miniproject: Have a series of canals for transport.
+
* BOUNSL 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: 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 {{L|mega construction|one huge arcology}}.
 
* MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)
 
* 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===
 
===Luddite===
Shun technology and contraptions. Who can really trust them, with all those [[Gremlin|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.
+
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 [[mechanism]]s
+
* No mechanics or {{L|mechanism}}s
* No [[machine]]s
+
* No {{L|machine}}s
  
* BONUS: Hey, wait, aren't crossbows machinelike?
+
** BONUS: Hey, wait, aren't crossbows machinelike?
  
 
===Earthworms===
 
===Earthworms===
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*Embark in an area that has mostly grassland biome.
 
*Embark in an area that has mostly grassland biome.
 
*Bring 10 food and 15 booze per dwarf.
 
*Bring 10 food and 15 booze per dwarf.
*All dwarves must embark as peasants.
+
*All dwarfs must embark as peasants.
 
*Bring a few rabbits along for skins.
 
*Bring a few rabbits along for skins.
 
*Bring a few chickens along for eggs, meat and skins.
 
*Bring a few chickens along for eggs, meat and skins.
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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 sentinents butcherable, cause a food shortage and just plain 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!
 
As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!
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===Bandit Camp===
 
===Bandit Camp===
* Three or more Marksdwarves (perhaps with [[Ambusher|ambushing]])
+
* 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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* BONUS: Make one state for only nobles and force the other states to sustain it
 
* 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 [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!
+
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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===Hermit===
 
===Hermit===
* Spend points ONLY on ONE [[Pick]]
+
* Spend points ONLY on ONE {{L|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 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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*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 [[Armok]]. Remember, he loves Magma!
+
*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].  
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Opposite of "Master Of One" above.<br><br>
 
Opposite of "Master Of One" above.<br><br>
 
Pre-Embark:
 
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).
+
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point any any skill (no dwarves above Novice).
 
<br>
 
<br>
 
Post-Embark:
 
Post-Embark:
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* 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 [[Dwarven atom smasher|DAS]])
+
* 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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* 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 [[User:Sphr/gfx_set#Christmas_Special_2007|this Christmas-themed tileset]]
+
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]
 
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.
 
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.
* Mega Bonus: Use [[Olivine]], [[Serpentine]], [[Bauxite]], [[Kaolinite]], [[Cinnabar]], [[Petrified wood]], [[Realgar]], (red and green) to build your fortress.
+
* Mega Bonus: Use [[Olivine]], [[Serpentine]], [[Bauxite]], [[Kaolinite]], [[Cinnabar]], [[Petrified Wood]], [[Realgar]], (red and green) to build your fortress.
* Dwarven Spirit Bonus: Edit the raws to embark with [[elves]] utilize elf labor to craft your toys.
+
* Dwarven Spirit Bonus: Edit the raws to embark with elves utilize elf slave labor to craft your toys.
 
* Mega Dwarf Bonus: Embark with a group of elves, choose the fattest elf to be Santa. Clothe him in reindeer wool clothing, dyed red, with accents of un-dyed wool. Feed him ☼Longland Flour Cookies☼ and reindeer milk. Build a brick fireplace and burn coal for a warm cozy fire. Train Santa to be a legendary pump operator to make him flash red.
 
* Mega Dwarf Bonus: Embark with a group of elves, choose the fattest elf to be Santa. Clothe him in reindeer wool clothing, dyed red, with accents of un-dyed wool. Feed him ☼Longland Flour Cookies☼ and reindeer milk. Build a brick fireplace and burn coal for a warm cozy fire. Train Santa to be a legendary pump operator to make him flash red.
  
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** Bonus points if you make residents of both sides wear only team colors.
 
** Bonus points if you make residents of both sides wear only team colors.
  
===Deep dwarves===
+
===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 dwarves go outside. Let invaders into your underground maze of doom!
+
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 dwarves (nobles?), who will only live on the bottommost levels.
+
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 dwarves are digging down there?
+
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?
  
 
===Minimalist===
 
===Minimalist===
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=== Dwarven Prison ===
 
=== Dwarven Prison ===
Faced with raising 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 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 dwarvenkind.
  
* Only your initial 7 dwarves may do any work
+
* 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 [[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 dwarfs to commit suicide by cave-in
  
 
=== Cavernous Dwarves ===
 
=== Cavernous Dwarves ===
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***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 jaguar leather armor, obsidian short swords, bows, and copper war hammers.
+
*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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* Find an island in your generated world (or keep making worlds until at least one island appears).
 
* Find an island in your generated world (or keep making worlds until at least one island appears).
 
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).
 
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).
** Bonus: try to find an island that only has hostile neighbors (ie [[goblin|goblins]], [[Kobold|kobolds]], [[Evil#Evil|evil]]).
+
** Bonus: try to find an island that only has hostile neighbors (ie {{L|goblin|goblins}}, {{L|Kobold|kobolds}}, {{L|Evil#Evil|evil}}).
* Take only the bare essentials along with you (see [[Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist]] build above).
+
* Take only the bare essentials along with you (see {{L|Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist}} build above).
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see [[Challenges#Peasantry|Peasantry]] above).
+
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see {{L|Challenges#Peasantry|Peasantry}} above).
 
* NO TRADING! Ignore the dwarven traders that come (or kill them).
 
* NO TRADING! Ignore the dwarven traders that come (or kill them).
* [[immigrant|Immigrants]] are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).
+
* {{L|immigrant|Immigrants}} are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).
 
** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).
 
** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).
 
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.
 
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.
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step 1: embark with 7 proficient miners and 7 picks
 
step 1: embark with 7 proficient miners and 7 picks
  
step 2: once you reach the outpost location, strip the outside world of all its valuable minerals
+
step 2: once you reach the outpost location, strip the outside world of all its valubal minerals
  
(valuable = metal ores, gems and anything else that you can make a decent profit from)
+
(valubal=all metal ores and anything else that you can make a decent profit from)
  
*BONUS : Ravage the land! take everything! cut down all the trees, gather all the plants,ect, leave NOTHING outside!
 
 
step 3: mine deep underground and make a very large room to store your items in
 
step 3: mine deep underground and make a very large room to store your items in
  
 
step 4: kill and loot the bodies of all migrants and caravans that come to your fortress and take what you loot from them down into the stockpile
 
step 4: kill and loot the bodies of all migrants and caravans that come to your fortress and take what you loot from them down into the stockpile
  
*BONUS: keep all the nobles that come with the migrants in cage traps in your stockpile
+
BONUS: keep all the nobles that come with the migrants in cage traps in your stockpile
  
 
step 5: do what you did in step two, but this time underground
 
step 5: do what you did in step two, but this time underground
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step 8: cage and store all of them
 
step 8: cage and store all of them
  
*BONUS: cast them in obsidion and have the obsidion mined and carved into masterwork statues
+
BONUS: cast them in obsidion and have the obsidion mined and carved into masterwork statues
  
**MEGABONUS: make them statues of the nobles you have captured thus far
+
MEGABONUS: make them statues of the nobles you have captured thus far
 
(including the king/queen)
 
(including the king/queen)
  
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(by this time they should have become friends, so its best to kill them before the tantrum spiral starts)
 
(by this time they should have become friends, so its best to kill them before the tantrum spiral starts)
  
*BONUS:wait until the tanrum spiral comes and let that kill them all
+
BONUS:wait until the tanrum spiral comes and let that kill them all
  
 
if step 9 never comes than do step 10 anyways (if you have accumulated lots of wealth)
 
if step 9 never comes than do step 10 anyways (if you have accumulated lots of wealth)
  
 
step 11: (optional) brave your own defenses in adventure mode to gain access to this great fortune
 
step 11: (optional) brave your own defenses in adventure mode to gain access to this great fortune
*BONUS: make a system so the nobles stay alive
+
BONUS: make a system so the nobles stay alive
**MEGABONUS: make a sytem so the nobles can be set free
+
MEGABONUS: make a sytem so the nobles can be set free
***MEGADWARVERNBONUS: make that sytem be part of the defenses so when you get to the stockpile the nobles are released and tear you apart.
+
MEGADWARVERNBONUS: make that sytem be part of the defenses so when you get to the stockpile the nobles are released and tear you apart.
  
 
NOTE: modding may be required so the nobles stay there and so that you may release them
 
NOTE: modding may be required so the nobles stay there and so that you may release them
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* You may disable labors, but never re-enable them. Disabled labors on your Broker/Expedition Leader to stop distractions from them meeting the Caravan/Trade Liaison? Now, diplomacy is all they're good for.
 
* You may disable labors, but never re-enable them. Disabled labors on your Broker/Expedition Leader to stop distractions from them meeting the Caravan/Trade Liaison? Now, diplomacy is all they're good for.
 
* Only dwarves who already have combat skills when they immigrate/embark may join the militia. Assign whatever armor you want, but only assign them weapons they are already skilled with, NOT "Individual Choice". They're skilled in some foreign weapon, like blowgun? Better try your darndest to get them a blowgun if you want them to be useful!
 
* Only dwarves who already have combat skills when they immigrate/embark may join the militia. Assign whatever armor you want, but only assign them weapons they are already skilled with, NOT "Individual Choice". They're skilled in some foreign weapon, like blowgun? Better try your darndest to get them a blowgun if you want them to be useful!
* "I have tenure" - The Nobles/Administrators you appoint keep their positions for life, even if somebody with better skills/personality shows up. You can only appoint new dwarves when the position opens up due to the previous Noble's death/madness. [[Unfortunate_accident|Intentionally forcing the position open]] is against the rules of this challenge.
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* "I have tenure" - The Nobles/Administrators you appoint keep their positions for life, even if somebody with better skills/personality shows up. You can only appoint new dwarves when the position opens up due to the previous Noble's death/madness. {{L|Unfortunate_accident|Intentionally forcing the position open}} is against the rules of this challenge.
  
 
EASYMODE variations:
 
EASYMODE variations:
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===ASPCA===
 
===ASPCA===
* [[Animals]] are forbidden from the fortress
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* {{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
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* 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.
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* Be aware that nobles are to be considered part of the "bourgeoisie" and {{L|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.
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===Citizenship===
 
===Citizenship===
* All dwarves must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarves know how to dig. Until then they are forbidden to do any work.
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* All dwarfs must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarfs know how to dig. Until then they are forbidden to do any work.
 
** Bonus : Hauling is forbidden too.
 
** Bonus : Hauling is forbidden too.
 
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.
 
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.
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** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently.  
 
** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently.  
 
** BONUS: Use the Burrows tool to establish "gated communities" for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.
 
** BONUS: Use the Burrows tool to establish "gated communities" for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.
 
===Realistic Dwarves?===
 
* No magma smelters- magma doesn't have the heat to smelt ores
 
* No use of perpetual motion machines
 
* All doors must be locked by the use of levers- no auto-locking doors for you!
 
  
 
===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).
* Building city walls is considered weak and cowardly.
+
 
 
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].
  
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Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.
 
Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.
  
===Mesoamerican Dwarves===
+
===Mesoamerican Dwarfs===
 
* 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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*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.
***MEGABONUS: Have a lever to drop the whole thing down into the volcano.
 
 
= is a Up/down stairway
 
= is a Up/down stairway
 
O is the hive parts
 
O is the hive parts
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*Most of the men are military, and the rest are workers.
 
*Most of the men are military, and the rest are workers.
 
*All military armor must be leather. All weapons must be iron swords and spears.
 
*All military armor must be leather. All weapons must be iron swords and spears.
*Only appoint named dwarves to noble position.
+
*Only appoint named dwarfs to noble position.
 
*The expedition leader must be kept safe, and will do nothing.
 
*The expedition leader must be kept safe, and will do nothing.
 
*He must also have a royal bedroom, dining room, and tomb.
 
*He must also have a royal bedroom, dining room, and tomb.
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MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.
 
MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.
  
 
 
 
==The Bunker==
 
*No Embark Requirement
 
*Set up a fort as you usually would, build , mine, construct and so forth.
 
*Dig out a self sufficient bunker, containing farming facilities, A massive area for water storage (at least 20x20x5) with a purifying mechanism (pumps can purify stagnant water), Plenty of wood (at least 100), Seeds for whatever crops you will plant (at least 75), a large storage of food (at least 300), have fully operational medical facilities, worker facilities, as well as recreational facilities
 
*When you get a siege, gather up a fourth of your dwarves, regardless of who they are, and put them in the bunker. Seal up the bunker permanently, no one gets in or out. That also includes the water supply. That's right, once you run out of water, you are screwed.
 
*You may dig out mines for the bunker, but if you open a cavern then must immediately wall it off, with the miner trapped outside, sentence to death.
 
*All crimes are punished with death once inside the bunker
 
*What the leader say is law
 
**BONUS: Dedicate your bunker to a specific goal, such as producing enough booze for 100 years, or some arbitrary and pointless lay
 
***MEGABONUS: Cause an accident that will kill off a majority of the bunker, except for a handful of dwarves (such as cracking open the water tank to flood the residential areas of the bunker)
 
*Variant: Send a quarter of your dwarves into the bunker while its being constructed with only the farm functional as well as a small amount of food, seed, water, and wood.
 
 
==Überdwarves==
 
 
Basically, each and every dwarf in your fortress must aim to be the pinnacle of dwarvenkind. Both a great talker and possible leader of men, an exceptional craftsdwarf in multiple disciplines, and a deadly warrior whose body is a terrific weapon. See Friedrich Nietzsche's work for more info.
 
 
* All dwarves are to be conscripted into the military. No weapon use in combat (including weapon traps), no metal armor allowed. Dwarves must kill personally the animals they wear the skin/bone of. Picks are allowed for killing inorganic, solid FB's, but every creature of flesh and bone must be attacked with unarmed combat or wrestling.
 
**BONUS : all dwarves must be at least Proficient wrestlers/strikers/fighters
 
***MEGABONUS : all dwarves must be Legendary wrestlers/strikers/fighters
 
****ULTRABONUS : all dwarves must have killed an enemy siege by themselves
 
*****SADISTICDWARFBONUS : Assault hell with your bunch of überdwarves. Win.
 
* All dwarves have to have and train at least one truly dwarven skill, like leatherworking, metalworking (any), stoneworking, bone carving, or brewing.
 
**BONUS : one of these to legendary.
 
* All dwarves have to train mining. Not allowed for fighting, excepted for creatures that cannot be harmed by weaponless combat. (iron FB's, steel titans, etc.)
 
* Dwarves may eat only animal based products. Plant-based drinks are alright.
 
**BONUS : No fat dwarves, all must have generally superior physical attributes
 
***MEGABONUS : No attributes in the red
 
****ULTRABONUS : All attributes at maximum. We're talking about überdwarves after all.
 
*No dedicated haulers. No large amount of idlers.
 
**BONUS : Keep a minimum amount of idlers, excluding breaks
 
*No hospital. Weakness is punishable by death.
 
**BONUS : No water use, water is undwarven and poisons the dwarf.
 
***MEGABONUS : No tombs. Death is not acceptable.
 
****ULTRABONUS : Infect your whole fort with a werebeast curse. (A sufficiently dwarven animal is required, like badgers). No more need for hospital.
 
*Make your entire fortress out of stone. As tough as the dwarves that live inside.
 
**BONUS : Rebuild it out of iron, for even more toughness
 
***MEGABONUS : Same but with steel
 
****ULTRABONUS : Same but with adamantine
 
*As soon as your babies turn into children, put them into a hellish training regimen that will train him and make him into a true dwarf. Death is of course, synonym of weakness.
 
**BONUS : Make them fight wild creatures into an arena.
 
***MEGABONUS : 40 children VS 1 megabeast. WHO WINS ?
 
****ULTRABONUS : Get them as legendary fighters by the time of their puberty
 
*All dwarves must be hardened of spirit. You must give all of your dwarves "doesn't care about anything anymore" trait.
 
**BONUS : Trait must be earned by killing, NOT seeing death.
 
*Each dwarf must kill at least one beast and one sentient enemy.
 
**BONUS : Each dwarf must have earned a title by slaying enemies, which MUST be suitably appropriate.
 
***MEGABONUS : Each dwarf must have killed at least 10 sentient enemies. Each dwarf must also have some Butcher skill, for added terror.
 
****ULTRABONUS : Each dwarf must have killed at least 100 sentient enemies
 
*****SADISTICDWARFBONUS : Each dwarf must have killed at least 1000 sentient enemies.
 
*Each dwarf must have a pet that will help him in combat.
 
**BONUS : each dwarf must have a fearsome predator as pet
 
***MEGABONUS : each dwarf must have a semimegabeast as pet
 
****ULTRABONUS : each dwarf must have a megabeast as pet
 
*No vampires allowed, vampires gain things far too easily.
 
**BONUS : Mod difficult creatures that blood gives stat bonuses to your dwarves.
 
*Every dwarf's personality must be that of the überdwarf. No anxiety, anger is irrelevant, no depression, average to low self-consciousness, immoderation is irrelevant, no vulnerability, friendliness is irrelevant, gregariousness is irrelevant, very high assertiveness, very high activity level, very high excitement seeking, high cheerfulness, high imagination, high artistic interest, high emotionality, very high adventurousness, very high intellectual curiosity, low liberalism, medium trust, high straightforwardness, altruism is irrelevant (that's what makes evil überdwarves differ from good ones), cooperation is irrelevant (same as before), MINIMUM modesty (what's an überdwarf without pride ?), sympathy is irrelevant, maximum self efficacy, high orderliness, high dutifulness, very high achievement striving, very high self discipline, cautiousness is irrelevant. Basically think the übermensch, but dwarven.
 
*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 let your überdwarves do whatever they want;
 
*BONUS : all of them must live as conquerors
 
**MEGABONUS : all of them must live as civilization leaders
 
***ULTRABONUS : all of them must kill EVERYTHING ELSE in the world and create a new utopia.
 
  
 
==Megaprojects==
 
==Megaprojects==
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]]!
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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 {{l|Megaprojects|Megaprojects page}}!

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