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Editing 23a:Losing

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Either way, it keeps you busy.
 
Either way, it keeps you busy.
  
Unless you mine too much [[adamantine]], there is no internal end point or single goal or final Easter egg or "You Win!" announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring - and what fun is that?  Therefore, DF = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!
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There is no internal end point or single goal or final Easter egg or "You Win!" announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring - and what fun is that?  Therefore, DF = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!
  
 
Most new players will lose their first few forts earlier than later; <s>if</s> when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep difficulty curve (often described as a "cliff"), and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.
 
Most new players will lose their first few forts earlier than later; <s>if</s> when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep difficulty curve (often described as a "cliff"), and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.
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===Local Wildlife===
 
===Local Wildlife===
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some [[creature]]s with benign names or descriptions can be surprisingly deadly.  Be it [[wolf|wolves]], [[rhesus macaque]]s, or (gulp) [[elephant]]s, a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.   
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Goblins aren't the only creatures that want you dead.  The obvious threats aside, some [[creature]]s with benign names or descriptions can be surprisingly deadly.  Be it [[wolf|wolves]], [[rhesus macaque]]s, or (gulp) [[elephant]]s, a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause the a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.   
  
 
Consider arming up and thinning out any predictable threats, which can also help avoid the next problem...
 
Consider arming up and thinning out any predictable threats, which can also help avoid the next problem...
  
 
===No Food===
 
===No Food===
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A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarves]] due to starvation.  As dwarves begin to starve, they will become [[Hungry]], then [[Starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].
 
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarves]] due to starvation.  As dwarves begin to starve, they will become [[Hungry]], then [[Starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].
  
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===No Booze===
 
===No Booze===
As long as you have a [[well]] or access to the [[cave river]], your dwarves should never be in any danger of dying of thirst. However, dwarves require [[alcohol]] to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must [[farm]] plants to then [[brew]] those in a [[still]] with an empty [[barrel]] - it's just part of being a dwarf.
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Equally as bad is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must [[farm]] plants to then [[brew]] those in a [[still]] with an empty [[barrel]] - it's just part of being a dwarf.
  
 
===Flooding accidents===
 
===Flooding accidents===
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=== Inability to mine (aka "no picks") ===
 
=== Inability to mine (aka "no picks") ===
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Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelt]]ed to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.
 
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelt]]ed to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.
  
If you have [[bar]]s of [[weapons-grade]] metal (or the equivalent [[ore]]s) and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue.  You can also request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.
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If you have [[ore]] or [[bar]]s to create a [[weapons-grade]] metal, and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue.  You can also request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.
  
 
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the [[weapons-grade|raw material]] to make more, and keep them away from current digging operations.
 
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the [[weapons-grade|raw material]] to make more, and keep them away from current digging operations.
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===General Unhappiness===
 
===General Unhappiness===
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Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?
 
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?
  
If there is little in a fortress to give your dwarves happy [[thought]]s and enough to give them unhappy [[thought]]s, then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (and, sadly, quite common) cases, this can lead to a [[tantrum spiral]] and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.
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If there is little in a fortress to give your dwarves happy [[thought]]s and enough to give them unhappy [[thought]]s, then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not "rare") examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.
  
 
===Siege===
 
===Siege===

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