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{{migrated article}}
 
 
{{av}}
 
{{av}}
{{Quality|Unrated}}
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{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}
  
 
The following is a list of [[challenge]]s relating to playstyle.
 
The following is a list of [[challenge]]s relating to playstyle.
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* 1 copper ore
 
* 1 copper ore
  
Nothing else. From that alone, forge your axe and pick.  Real dwarves won't need to peek...
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Nothing else. From that alone, forge your pick and axe.  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}}
  
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.)
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BONUS: Don't spend any points on skills.
  
As an additional challenge, don't spend any points on skills.
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===Peasantry===
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* Spend 0 Points on embark
  
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.
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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===
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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). 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 ===
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* Embark in the middle of an [[arctic ocean]]
 
* 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.
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A challenge for the ultimate survivalist. The map is devoid of wildlife and contains only a thick layer of of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be the ones 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.
 
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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* 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 large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
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* 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===
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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.
 
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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===Aliens vs Predator===
 
===Aliens vs Predator===
Raise a civilization just to hunt [[demon]]s.
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Rise 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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* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.
 
* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.
  
===Hermit/age===
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===Hermit===
 
* Spend points ONLY on ONE [[pick]].
 
* Spend points ONLY on ONE [[pick]].
  
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.
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A well known and popular challenge. Kill off 6 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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* 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 as you can afford
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* As many puppies and kittens 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
  
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* 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], and see Bret Devereaux's series [https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/ This. Isn't. Sparta].
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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].
  
 
===Xenophobia===
 
===Xenophobia===
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===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 fortress but none of them actually KNOWS the others are pursuing the same goal undetected!
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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!
  
 
Here is a typical set of laws:
 
Here is a typical set of laws:
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* Real elartians hate nature. Burn forests, kill animals and drain fish ponds.  
 
* Real elartians hate nature. Burn forests, kill animals and drain fish ponds.  
 
** BONUS: Real elartians hate other species. No pets, no caravans!
 
** 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.
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*** MEGABONUS: Real elartians are squeamish about making wooden things. Drop the logs in magma. As a last resort, make some coal.
  
 
* 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.  
 
* 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.  
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* Real elartians don't make beds, they sleep on chests and boxes. Make a dormitory right in the warehouse.
 
* 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.  
 
* 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.
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* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarfs 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!
 

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