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Editing 40d:Challenges
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:''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 [[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. | ||
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==Races== | ==Races== | ||
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===Humans - Living Large and Standing Tall=== | ===Humans - Living Large and Standing Tall=== | ||
− | Pretend you're a filthy above-ground dwelling [[Human| | + | Pretend you're a filthy above-ground dwelling [[Human|humie]]. |
* 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: 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 [[mega constructions|one huge arcology]]. | ||
− | * | + | * MEGABONUS: Build your City in a giant, artificial cave. |
===Luddite=== | ===Luddite=== | ||
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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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==Megaprojects== | ==Megaprojects== | ||
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*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 | + | *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 [[ | + | Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different [[traps]] 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 | ||
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** 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 | + | *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 level 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=== | ||
Every dwarf deserves a decent resting place: | Every dwarf deserves a decent resting place: | ||
− | *Build a tomb for | + | *Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better. |
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door. | *Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door. | ||
*Tombs must have all its surfaces engraved. | *Tombs must have all its surfaces engraved. | ||
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===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 ( | + | 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 | + | *Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters ! |
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*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 | + | 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). | ||
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===Mountain audit/core sample=== | ===Mountain audit/core sample=== | ||
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Bonus : make the towers' walls out of glass! | Bonus : make the towers' walls out of glass! | ||
− | Bonus : Make soap! And remember, | + | Bonus : Make soap! And remember, human fat is ideal... |
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===Santa Claus=== | ===Santa Claus=== | ||
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. | ||
− | === | + | ===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. | ||
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*BONUS: Make a removable [[ramp]] for boarding. | *BONUS: Make a removable [[ramp]] for boarding. | ||
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps. | *BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps. | ||
− | *BONUS+: Make it totally self | + | *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.) |
*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 [[steel]]. | ||
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===The great brewery=== | ===The great brewery=== | ||
− | Disaster has struck the kingdom. A strangely glowing [[Fire| | + | Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]<nowiki></nowiki>peasant[[Fire|‼]] 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. |
===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> | + | * 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. | ||
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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 | + | *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=== | ||
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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 [[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 | + | * Bonus: Use [[magma]] instead of water! |
* Bonus: Build it in the [[ocean]] or a non-freezing lake | * Bonus: Build it in the [[ocean]] or a non-freezing lake | ||
− | * Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be | + | * Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water. |
+ | ** NOTE: Actually, a dome 20 tiles wide should be 10 tiles tall, or less, since the steepest dome will be only semi-spherical, and most domes will start out at an angle anyway. | ||
* 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. | ||
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry. | * Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry. | ||
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* Flood the map with water/magma (may require building walls around the edge of the map) | * Flood the map with water/magma (may require building walls around the edge of the map) | ||
**BONUS: the water has carp in it. | **BONUS: the water has carp in it. | ||
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* Build an "Earthquake Machine" (the entire map is supported by a single support, which is connected to a lever) | * Build an "Earthquake Machine" (the entire map is supported by a single support, which is connected to a lever) | ||
− | * Build an extensive holding cell network for "scientific purposes". Fill it with megabeasts and <s>elephants</ | + | * Build an extensive holding cell network for "scientific purposes". Fill it with megabeasts and <s>elephants</s> unicorns in secret. Have a lever that lets everything free to feed on the general population. |
* Embark in an evil area, and capture and tame all those undead animals <sup>if possible</sup> to create your own undead army | * Embark in an evil area, and capture and tame all those undead animals <sup>if possible</sup> to create your own undead army | ||
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens. | * Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens. | ||
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years. | * Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years. | ||
+ | * You can also recreate the most evil society in history and try a Nazi-dwarf concentration camp. | ||
<!-- feel free to add your own ideas for doomsday devices to this list --> | <!-- feel free to add your own ideas for doomsday devices to this list --> | ||
− | + | [[Category:Guides]] | |
=== The Grand Treasury === | === The Grand Treasury === | ||
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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 | + | 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 /> | ||
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=== 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. | ||
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BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.<br /> | BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.<br /> | ||
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent. | BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent. | ||
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