v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Challenges

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
 
:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 "Goal-Based Dwarf Fortress"].''
 
:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 "Goal-Based Dwarf Fortress"].''
  
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]], keeping their people alive, and expanding just aren't enough anymore. They begin to experiment with different sets of starting builds, arbitrary requirements and restrictions, and even feats of construction to appease Armok, in search of more difficulty and [[fun]]. These are some goals to attempt or use as inspiration.
+
The general goal of {{L|Fortress Mode}} is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off repeated {{L|siege|sieges}}, keeping their people alive, and expanding just aren't enough anymore. They begin to experiment with different sets of starting builds, arbitrary requirements and restrictions, and even feats of construction to appease Armok, in search of more difficulty and {{L|fun}}. These are some goals to attempt or use as inspiration.
  
 
==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
  
Line 18: Line 18:
 
* 2 copper ore
 
* 2 copper ore
  
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[DIY#Minimalist_challenge_build|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 {{L|DIY#Minimalist_challenge_build|Do it Yourself}} article for a step-by-step "how to".)
  
 
===Peasantry===
 
===Peasantry===
Line 40: Line 40:
 
* 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).
  
 
For an extra challenge try this in an area with a cave.
 
For an extra challenge try this in an area with a cave.
  
 
===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.
Line 71: Line 71:
 
* 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 constructions|one huge arcology]].
+
* 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.
  
 
===Luddite===
 
===Luddite===
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.
+
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
  
 
===Earthworms===
 
===Earthworms===
Line 94: Line 94:
  
 
===Bandit Camp===
 
===Bandit Camp===
* Three or more Marksdwarves (perhaps with [[Ambush|ambushing]])
+
* Three or more Marksdwarves (perhaps with {{L|Ambush|ambushing}})
 
* Embark site featuring places to hide
 
* Embark site featuring places to hide
  
Line 103: Line 103:
 
* 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)
  
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!
  
 
This challenge may be easier to perform after Burrows are implemented.
 
This challenge may be easier to perform after Burrows are implemented.
Line 125: Line 125:
  
 
===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 [[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|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'''
Line 184: Line 184:
 
* 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!"
Line 239: Line 239:
 
Bonus
 
Bonus
 
* Embark in a desert, so only hunting and (aquifier) fishing.
 
* Embark in a desert, so only hunting and (aquifier) fishing.
** Extra Points: Don't fish in the aquifier. How could the turtles get there anyway?
+
** 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!
Line 248: Line 248:
  
 
===ASPCA===
 
===ASPCA===
* [[Animals]] are forbidden from the fortress
+
* {{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
Line 259: Line 259:
 
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)
 
* 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 [[Unfortunate accident|dealt with]] immediately
+
* Be aware that nobles are to be considered part of the "bourgeoisie" and {{L|Unfortunate accident|dealt with}} immeadiatly
  
 
===Couples only===
 
===Couples only===
Line 302: Line 302:
  
 
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.
 
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.
 
===Hero Squad===
 
* Only one militia squad is allowed at any given time
 
* No dwarf can be equipped with the same type of weapon
 
* Trade with (or murder) other races for non-dwarfy weapons like daggers, bows, scimitars and whips to increase your squad size
 
 
Choose the best warriors among your dwarves to master the art of each individual weapon. Begin with the five native dwarf weapons (short sword, battle axe, war hammer, mace, and crossbow). Your squad size can only increase when you gather exotic weapons from other races and master them. Expect high turnover - in the Hero Squad, only the strong survive!
 
  
 
===Industrial Plant===
 
===Industrial Plant===
Line 358: Line 351:
  
 
==Megaprojects==
 
==Megaprojects==
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where [[Stupid_dwarf_trick|stupid dwarves try crazy tricks]]. [[Mega construction|Incredible feats of construction]] are usually very [[Fun|fun]] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.
+
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.
  
 
===Aqueducts===
 
===Aqueducts===
Line 389: Line 382:
  
 
===Computing===
 
===Computing===
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].
+
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.
  
 
===Colosseum===
 
===Colosseum===
Line 395: Line 388:
  
 
===Crematory Fortress===
 
===Crematory Fortress===
* Requires a [[magma pipe]] and [[bauxite]].
+
* Requires a {{L|magma pipe}} and {{L|bauxite}}.
  
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].
+
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.
  
 
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.
 
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.
Line 409: Line 402:
 
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.
 
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.
 
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)
 
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrödinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).
+
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).
  
 
===Dwarf like an Egyptian===
 
===Dwarf like an Egyptian===
 
*Build a pyramid of epic proportion.
 
*Build a pyramid of epic proportion.
  
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different [[trap]]s in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.
+
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|trap}}s in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.
  
 
*Build rows of Obelisks
 
*Build rows of Obelisks
Line 423: Line 416:
 
** And then another one on the upside-down one.
 
** And then another one on the upside-down one.
  
*When the time has come, or when your fortress is about to be destroyed by a siege etc. perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.
+
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.
  
 
===Graveyard Master===
 
===Graveyard Master===
Line 437: Line 430:
  
 
===Land battleship===
 
===Land battleship===
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (i.e. cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.
+
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.
  
 
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)
 
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)
 
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)
 
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)
 
**Bonus: Find a way to let them fight each other in a naval battle
 
**Bonus: Find a way to let them fight each other in a naval battle
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands, man your stations for anti-goblin action!
+
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !
*Bonus: Rebuild Noah's Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons and their wives on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!!  
+
*Bonus: Rebuild Noas Arc: Completely out of wood, with every animal twice, as well as one dwarven family with three sons and their wives on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARC DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!!  
 
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.
 
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.
  
 
===Moria===
 
===Moria===
Build a huge hall (the Second Hall) - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.
+
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.
 
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).
 
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).
*Bonus: build it across a narrow mountain range, with an entrance on each side.
 
**Mega Bonus: Make a full-scale [http://www.rpgash.me.uk/lotro/moria_special_edition/moria_map.jpg replica of the original] (the Second Hall alone is 12 leagues long by 5 leagues wide, so don't skimp on map size). The Endless Stairway must go to the top of a mountain.
 
***Mega Dwarf Bonus: if there's no suitable terrain to precisely place the gates and the stairway, or there are no chasms at the appropriate positions, create them yourself - even if it requires relocating entire mountains.
 
  
 
===Mountain audit/core sample===
 
===Mountain audit/core sample===
Line 472: Line 462:
 
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.
 
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.
  
===Skulls for the Skull Throne!===
+
===Skull collector===
 
What proves the might of a civilization better than a hall full of skulls?
 
What proves the might of a civilization better than a hall full of skulls?
 
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.
 
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.
Line 482: Line 472:
 
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.
 
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.
  
*BONUS: Use exploding [[booze]] as ignitable fuel.
+
*BONUS: Use exploding {{L|booze}} as ignitable fuel.
*BONUS: Make a removable [[ramp]] for boarding.
+
*BONUS: Make a removable {{L|ramp}} for boarding.
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.
+
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.
*BONUS+: Make it totally self-sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self-sufficiency.)
+
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)
 
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''
 
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''
*BONUS+: Make it all out of [[steel]].
+
*BONUS+: Make it all out of {{L|steel}}.
*[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it "fly".
+
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it "fly".
 
*EVEN BETTER: Drop it down a chasm.
 
*EVEN BETTER: Drop it down a chasm.
 
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])
 
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])
Line 505: Line 495:
  
 
===Temple===
 
===Temple===
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].
+
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.
  
 
===The cube===
 
===The cube===
Line 515: Line 505:
  
 
===The great brewery===
 
===The great brewery===
Disaster has struck the kingdom. A strangely glowing [[Fire|‼peasant‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping — create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.
+
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping — create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.
  
 
===The Great Wall of Urist===
 
===The Great Wall of Urist===
 
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.
 
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.
* BONUS: Make it block the <s>Mongols</s> goblins out of your half of the map.
+
* BONUS: Make it block the <s>mongols</s> goblins out of your half of the map.
 
* BONUS: Make it out of obsidian.
 
* BONUS: Make it out of obsidian.
 
**BONUS+: Embark on a map without obsidian.
 
**BONUS+: Embark on a map without obsidian.
Line 529: Line 519:
 
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.
 
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.
  
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in exactly the same dimensional criteria as above.
+
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.
  
 
===Statue of greatness===
 
===Statue of greatness===
Line 537: Line 527:
  
 
===Underwater fortress===
 
===Underwater fortress===
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.
+
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.
 
* Bonus: Build all water-touching walls/roof in clear glass!
 
* Bonus: Build all water-touching walls/roof in clear glass!
* Bonus: Use [[magma]] instead of water (warning: will almost certainly lead to [[fun]])!
+
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!
* Bonus: Build it in the [[ocean]] or a non-freezing lake
+
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake
 
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.
 
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.
 
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.
 
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.
Line 590: Line 580:
  
 
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br />
 
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.<br />
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Deity as your population.<br />
+
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.<br />
 
BONUS: Make Heaven 10 stories above the ground<br />
 
BONUS: Make Heaven 10 stories above the ground<br />
 
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br />
 
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)<br />
Line 602: Line 592:
 
=== City of Ember ===
 
=== City of Ember ===
 
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
 
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
# Mine out a massive cavern multiple z-layers high, and build a human-style city underneath it instead of carving out various chambers.
+
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.
 
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.
 
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.
 
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.
 
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)