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Editing v0.31:Challenges

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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).
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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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* 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"===
+
=="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.
 
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.
  
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===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 [[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 [[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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*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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*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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* 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]]
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* 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 deep.
*MEGA BONUS: create a caste of deep dwarves (nobles?), who will only live on the bottommost levels.
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*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?
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**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.
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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.
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* 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.
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*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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===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.
+
* 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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* 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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*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.
 
*BONUS: Build an artificial lake. Make a replica of Hoover Dam. Build walls to make sure the goblins only appear west of the dam. Guard it againts the GolbiNCR!
 
*BONUS: Build an artificial lake. Make a replica of Hoover Dam. Build walls to make sure the goblins only appear west of the dam. Guard it againts the GolbiNCR!
 
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]]!
 
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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