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Editing v0.31:Challenges
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{{Quality|Exceptional}} | {{Quality|Exceptional}} | ||
==Pre-Embark Build Ideas== | ==Pre-Embark Build Ideas== | ||
− | Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of | + | Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of {{L|fun}}), leaving you to other challenges. |
=== Diplomacy === | === Diplomacy === | ||
− | * Six dwarves with only social | + | * Six dwarves with only social {{L|skill}}s |
* One skilled dwarf | * One skilled dwarf | ||
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* 1 anvil | * 1 anvil | ||
* 2 copper ore | * 2 copper ore | ||
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− | Nothing else. From that alone, forge your pick and axe. (Figure it out yourself, or see the | + | Nothing else. From that alone, forge your pick and axe. (Figure it out yourself, or see the {{L|DIY#Minimalist_challenge_build|Do it Yourself}} article for a step-by-step "how to".) |
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===Peasantry=== | ===Peasantry=== | ||
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This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot. | This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot. | ||
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=== Stranded Scout Squad === | === Stranded Scout Squad === | ||
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* Don't gather wood nor trade for it with humans or dwarves. | * Don't gather wood nor trade for it with humans or dwarves. | ||
* Trade for plants and wood only with the elves; they understand your environmental code. | * Trade for plants and wood only with the elves; they understand your environmental code. | ||
− | * Don't burn any | + | * Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man? |
**Magma-smelting is an option, but steel can't be had. | **Magma-smelting is an option, but steel can't be had. | ||
* Don't cause any creature's death, except in self-defense. | * Don't cause any creature's death, except in self-defense. | ||
**No military, induced submerging, or lethal implementation of corkscrews. | **No military, induced submerging, or lethal implementation of corkscrews. | ||
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild. | * Only use cage traps, and either tame the creatures you catch, or release them back into the wild. | ||
− | * | + | * {{L|Elf|Hippies}} prefer sunlight and wooded areas, with minimal use of rock (digging and building). |
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For an extra challenge try this in an area with a cave. | For an extra challenge try this in an area with a cave. | ||
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===Humans - Living Large and Standing Tall=== | ===Humans - Living Large and Standing Tall=== | ||
− | Pretend you're a filthy above-ground dwelling | + | Pretend you're a filthy above-ground dwelling {{L|Human|human}}. |
* Build a town wall. | * Build a town wall. | ||
** Only hovels and farms outside the town walls. | ** Only hovels and farms outside the town walls. | ||
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* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented. | * BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented. | ||
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc. | * BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc. | ||
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* BONUS: Easy Play: Embark on top of a Human Town. | * BONUS: Easy Play: Embark on top of a Human Town. | ||
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. | * BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. | ||
− | * MEGABONUS: Build your entire fortress as | + | * MEGABONUS: Build your entire fortress as {{L|mega constructions|one huge arcology}}. |
− | * MEGADWARFBONUS: Build your City in a giant, artificial cave | + | * MEGADWARFBONUS: Build your City in a giant, artificial cave. |
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===Luddite=== | ===Luddite=== | ||
− | Shun technology and contraptions. Who can really trust them, with | + | Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} around. This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge. |
− | * No mechanics or | + | * No mechanics or {{L|mechanism}}s |
− | * No | + | * No {{L|machine}}s |
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===Earthworms=== | ===Earthworms=== | ||
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* BONUS: Leave stockpiles of armour and weapons for any future diggers to find! | * BONUS: Leave stockpiles of armour and weapons for any future diggers to find! | ||
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them! | * MEGABONUS: Surprise a goblin siege by tunneling up underneath them! | ||
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==Utter Dwarfiness== | ==Utter Dwarfiness== | ||
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===Bandit Camp=== | ===Bandit Camp=== | ||
− | * Three or more Marksdwarves (perhaps with | + | * Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}}) |
* Embark site featuring places to hide | * Embark site featuring places to hide | ||
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* All dwarves embark as peasants | * All dwarves embark as peasants | ||
* 7 or multiple of 7 of everything you bring (especially picks and axes) | * 7 or multiple of 7 of everything you bring (especially picks and axes) | ||
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− | At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get | + | At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself! |
Burrows are very useful for this. | Burrows are very useful for this. | ||
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**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system). | **BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system). | ||
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down. | ***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down. | ||
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===Equaland=== | ===Equaland=== | ||
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* One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish | * One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish | ||
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment | * Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment | ||
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===Hermit=== | ===Hermit=== | ||
− | * Spend points ONLY on ONE | + | * Spend points ONLY on ONE {{L|Pick}} |
− | A well known and popular challenge. Kill off 6 starting dwarves and any | + | A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them. |
'''Variants''' | '''Variants''' | ||
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* Selectively admit dwarves based on name, profession, etc. | * Selectively admit dwarves based on name, profession, etc. | ||
* Embark with an anvil as well. | * Embark with an anvil as well. | ||
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===Hunting Party=== | ===Hunting Party=== | ||
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Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose). | Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose). | ||
− | + | ==="Let Loose the Dogs of War"=== | |
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− | ==="Let | ||
* No military Dwarves are permitted, including Fortress Guard. | * No military Dwarves are permitted, including Fortress Guard. | ||
* No weapons or armor may be forged, and any obtained from looting must be melted down. | * No weapons or armor may be forged, and any obtained from looting must be melted down. | ||
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** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs. | ** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs. | ||
− | ===28 | + | ===28 Days Later=== |
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected. | *Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected. | ||
− | *Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the | + | *Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma! |
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die. | *Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite.If they are wounded, they must be quarantined, and shall therefore die. | ||
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. | *AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. | ||
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later. | **Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later. | ||
− | **Elf clothing anyone? | + | **Elf skin clothing anyone? |
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated. | *Keep a diary from one of the characters perspectives, to be read when the world is repopulated. | ||
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'''Variant:''' | '''Variant:''' | ||
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves. | *Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves. | ||
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===Monarch with a grudge=== | ===Monarch with a grudge=== | ||
* Forbid any and all use of stone and metal | * Forbid any and all use of stone and metal | ||
* No exposed tile may be labeled "Underground" | * No exposed tile may be labeled "Underground" | ||
− | * Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the | + | * Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}}) |
"Nay, no ponderous stone doors or shining silver arcades, not while I live!" | "Nay, no ponderous stone doors or shining silver arcades, not while I live!" | ||
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* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice | * Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice | ||
− | ===Urist | + | ===Santa Urist=== |
* Embark in a glacier biome | * Embark in a glacier biome | ||
* Take at least 3 craftsdwarves to serve as Santa's Elves. | * Take at least 3 craftsdwarves to serve as Santa's Elves. | ||
* Export as many toys as possible. These are your only permitted trade good. | * Export as many toys as possible. These are your only permitted trade good. | ||
− | * Bonus: Use | + | * Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]] |
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===Sitting on trees=== | ===Sitting on trees=== | ||
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* Everything allowed except Farming and Cattle Breeding. | * Everything allowed except Farming and Cattle Breeding. | ||
Bonus | Bonus | ||
− | * | + | * Bonus: Embark in a desert, so only hunting and (aquifier) fishing. |
− | ** Extra Points: Dont fish in the | + | ** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway? |
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top. | ** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top. | ||
*** Extended version: Fill the pyramid with magma! | *** Extended version: Fill the pyramid with magma! | ||
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ||
− | * | + | * Bonus: No Mechanics and only limited (i.e. only copper) or no metalworking. |
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===Cave Men=== | ===Cave Men=== | ||
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Post-embark | Post-embark | ||
− | Go into the cave with all your dwarves, and try to survive the harsh | + | Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems. |
You cant use items from ground zero, all wood must be harvested in the caves, along with food. | You cant use items from ground zero, all wood must be harvested in the caves, along with food. | ||
− | *Bonus | + | *Bonus* no trading, who wants to enter that creepy cave anyways? |
− | *MEGA BONUS | + | *MEGA BONUS* No dogs and no warrior dwarves. |
===Fort wars!=== | ===Fort wars!=== | ||
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* Nobles are given free reign and will be quartered in the winning fort. | * Nobles are given free reign and will be quartered in the winning fort. | ||
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United. | * Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United. | ||
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− | ===Deep | + | ===Deep dwarfs=== |
Following the embark, lock yourself up under the ground. | Following the embark, lock yourself up under the ground. | ||
− | Don't let any of your | + | Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom! |
− | *BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep. | + | *BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more |
− | *MEGA BONUS: create a caste of deep | + | deep. |
+ | *MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels. | ||
===Earth Mover=== | ===Earth Mover=== | ||
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*Dig every square in the map. | *Dig every square in the map. | ||
**Hint: you might want to turn cave-in on | **Hint: you might want to turn cave-in on | ||
− | **Another hint: Do you really want to put your castle up there, when your | + | **Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there? |
===Minimalist=== | ===Minimalist=== | ||
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*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby. | *BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby. | ||
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*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature. | *BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature. | ||
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. | **Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. | ||
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**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security! | **UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security! | ||
− | === | + | === Dwarfen Prison === |
− | + | Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarfenkind. | |
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− | + | * Only your initial 7 dwarfs may do any work | |
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− | * Only your initial 7 | ||
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system? | * All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system? | ||
* Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional. | * Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional. | ||
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system. | * Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system. | ||
* Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand. | * Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand. | ||
− | * It won't take long until a few inmates start to [[ | + | * It won't take long until a few inmates start to [[strange_mood|go insane]] from sensory deprivation. Too bad for them. |
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=== Cavernous Dwarves === | === Cavernous Dwarves === | ||
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*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants. | *'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants. | ||
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!! If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.) Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in. | *'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!! If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.) Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in. | ||
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=== Roman Empire === | === Roman Empire === | ||
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***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them. | ***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them. | ||
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears. | *BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears. | ||
− | *BONUS '''Aztec Empire''': All military may only use | + | *BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords. |
**MEGA BONUS '''Pre-Historical''': All metal production is banned. | **MEGA BONUS '''Pre-Historical''': All metal production is banned. | ||
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==Arbitrary Law== | ==Arbitrary Law== | ||
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer. | Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer. | ||
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===ASPCA=== | ===ASPCA=== | ||
− | * | + | * {{L|Animals}} are forbidden from the fortress |
* Animals following immigrants cannot enter the fortress | * Animals following immigrants cannot enter the fortress | ||
* Lethal traps forbidden, caged non-sentients must be immediately released | * Lethal traps forbidden, caged non-sentients must be immediately released | ||
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===Commune=== | ===Commune=== | ||
− | * After embarking, enable all labors on all dwarves (including immigrants) | + | * After embarking, enable all labors on all dwarves (including immigrants) |
− | * Beds can only be designated as barracks | + | * Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles) |
− | * Coins are forbidden | + | * Coins are forbidden |
− | * Be aware that nobles are to be considered part of the "bourgeoisie" and | + | * Be aware that nobles are to be considered part of the "bourgeoisie" and {{L|Unfortunate accident|dealt with}} immeadiatly |
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===Couples only=== | ===Couples only=== | ||
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** Bonus : Cage the king and all of his escorts! | ** Bonus : Cage the king and all of his escorts! | ||
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them. | ** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them. | ||
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===Fight for your name=== | ===Fight for your name=== | ||
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* Mine and cut all the diamonds on the map | * Mine and cut all the diamonds on the map | ||
* Only gems can be traded. | * Only gems can be traded. | ||
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===Sexist Segregation=== | ===Sexist Segregation=== | ||
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* Demand goods be turned over from all caravans. | * Demand goods be turned over from all caravans. | ||
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields). | * Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields). | ||
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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 visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society]. | Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society]. | ||
− | + | ===Mesoamerican Dwarfs=== | |
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− | ===Mesoamerican | ||
* All food must be grown above ground, on small plots, surrounded by canals (chinampas) | * All food must be grown above ground, on small plots, surrounded by canals (chinampas) | ||
** BONUS: Flood the farms annually. | ** BONUS: Flood the farms annually. | ||
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* Demand that all non-dwarf caravans surrender their goods as tribute. | * Demand that all non-dwarf caravans surrender their goods as tribute. | ||
* Build a giant, multistory building for holding skulls. | * Build a giant, multistory building for holding skulls. | ||
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==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 | + | 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}}! |