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Editing 40d:Stupid dwarf trick

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{{Quality|Masterwork|10:55, 18 May 2015 (UTC)}}
 
<!--EDITORS!
 
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!
 
 
 
ALSO, be sure to include the following format:
 
 
 
'''Difficulty:'''
 
 
'''Usefulness:'''
 
 
 
 
One (1) blank line between last line of prev subsection and next sub-section title.
 
 
 
 
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{{av}}
 
 
{{D for Dwarf}}
 
{{D for Dwarf}}
  
A '''stupid dwarf trick''' is any project that requires a large amount of time and effort - often for little or no practical benefit. They exist only as a challenge for experienced players.  
+
A '''stupid dwarf trick''' is any project that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players.  
  
 
==Adventure Mode Fortress==
 
==Adventure Mode Fortress==
  
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece steel weapons and armor. Possibly both. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied.  
+
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a Smörgåsbord of masterpiece steel weapons and armor. Possibly both. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied.  
  
 
'''Difficulty:''' The sky's the limit.  
 
'''Difficulty:''' The sky's the limit.  
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'''Usefulness:''' Low.
 
'''Usefulness:''' Low.
 
==Alphabet Cages==
 
[[Image:Cage.gif|right]]
 
Use captured monsters in cages to spell messages.
 
 
'''Difficulty:''' Medium.  Vowels are hard to come by.
 
 
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)
 
  
 
==Aqueduct Power==
 
==Aqueduct Power==
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'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.
 
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.
 
==Watervator==
 
By creating a vertical "Hydraulic Elevation and Lowering Platform" chamber (A H.E.L.P. Chamber, so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.
 
BONUS: Fill it with tame carp, see IT'S A CRAP below.
 
 
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning
 
 
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most <s>Dwarves</s> enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death
 
  
 
==Aquifer Power==
 
==Aquifer Power==
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Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire.  
 
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire.  
  
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder.  
+
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder.  
  
 
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.
 
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.
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Build a wall across a riverbed to stop the flow of water. Floodgates optional.  
 
Build a wall across a riverbed to stop the flow of water. Floodgates optional.  
  
Bonus: excavate a reservoir and a lower river valley <br />
+
Bonus: excavate a reservoir and a lower river valley
Bonus: build a control center to control the water flow <br />
+
Bonus: build a control center to control the water flow
 
Bonus: draw your entire energy from a power station within
 
Bonus: draw your entire energy from a power station within
  
 
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.
 
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.
  
'''Usefulness:''' Depends on how many bonuses you fulfill. The Power station is obvious, and with the control room you could build up a nice defense system.
+
'''Usefulness:''' Depends on how much bonuses you fullfill. The Power station is obvious, and with the control room you could build up a nice defense system.
 
 
==Day Care==
 
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a suicide booth setup that drops the child into a room with beds and tables and stuff. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise kidnappable child, but this is a small trade-off if they usually get kidnapped before maturing anyway.
 
 
 
'''Difficulty:''' Low but annoying. You may have to micromanage to get every child into the room, and it'll be a hassle to get the grown ones out without releasing all of them.
 
 
 
'''Usefulness:''' Low. Protecting the children may be more trouble than it's worth
 
  
==Doberman Bomb==
+
==Doberman Launcher==
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your framerate.  Bonus:  Train all dogs inside as war dogs when they mature.  Super bonus:  Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp trap.
+
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your framerate.  Bonus:  Train all dogs inside as wardogs when they mature.  Super bonus:  Make it a Bear Trap. MEGADWARF bonus: Combine with a drowning chamber and carp tarp.
  
 
'''Difficulty:''' Low.
 
'''Difficulty:''' Low.
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==Drowning Chamber==
 
==Drowning Chamber==
A room which you can fill with [[water]] (e.g. from a [[river]] or [[aquifer]]) and subsequently drain (using [[screw pump]]s or [[floor grate]]s).
 
 
 
'''Difficulty:''' Moderate.  
 
'''Difficulty:''' Moderate.  
  
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==Greenhouse==
 
==Greenhouse==
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.
+
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.
  
 
'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
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'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower.  
 
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower.  
  
'''Usefulness:''' None, though the material is easy to get.
+
'''Usefulness:''' None.
  
 
=="I dinna say we wurren't crazy!"==
 
=="I dinna say we wurren't crazy!"==
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Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic.
 
Build a huge room with nothing in it except rock pillars, then dig channels on the levels above and below it until you have a ridiculously huge room ten Z-levels in height. Inspired by Irregular Webcomic.
  
'''Difficulty:''' Mainly in putting up with the incessant channeling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.
+
'''Difficulty:''' Mainly in putting up with the incessant channelling, and avoiding dropping large chunks of ceiling onto the floor from five levels up.
  
'''Usefulness:''' Negative, due to the insane amounts of space it takes up, and rooms don't benefit from open z-levels above them.
+
'''Usefulness:''' Negative, due to the insane amounts of space it takes up.
  
 
==It's A TRAP!==
 
==It's A TRAP!==
It seems that [[trap]]s are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.
+
It seems that [[traps]] are buildable outside. This provides for numerous opportunities. The first that comes to mind is to trap the entire outside world of your embarkation point. This will make your sieges very amusing, as a hundred high-level goblins rush onto the field and are immediately shredded into ribbons by invisible traps before even seeing one dwarf.
  
 
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.
 
'''Difficulty:''' High. Depending on the size of your embarkation point, this may involve placing thousands of traps. Depending on the type of trap, that may involve making tens of thousands of trap components.
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==It's A CRAP!==
 
==It's A CRAP!==
CRAP: Carp trap...wait, why are you laughing? Anyway, here's what you do.
+
CRAP: Carp trap...wait, why are you laughing? Anyway, here what you do.
  
Capture some carp in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them.
+
Capture some care in terrarium cage trap. If you don't die instantly, tame them. Then dump them in your moat and breed them.
 
All the little goblins (or Orcs) coming toward you in a massive siege must be directed into your moat. When they fall in, they  
 
All the little goblins (or Orcs) coming toward you in a massive siege must be directed into your moat. When they fall in, they  
 
become (goblin chunk). Laugh maniacally.
 
become (goblin chunk). Laugh maniacally.
  
 
BONUS: Edit the raws to make carps eat their kills.
 
BONUS: Edit the raws to make carps eat their kills.
BONUS: Edit the raws to make carps native to lava.
 
  
 
'''Difficulty''': Like going within two tiles of a carp infested river and surviving.
 
'''Difficulty''': Like going within two tiles of a carp infested river and surviving.
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'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.   
 
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. The main problem is getting the whole crew inside at the same time - separate sleeping quarters help here.   
  
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Noble|Best and Brightest]] for the ship's crew...
+
'''Usefulness:''' Negative. For some reason, no explorers have returned. Of course, if you select only the [[Nobles | Best and Brightest]] for the ship's crew...
  
 
==Labyrinth==
 
==Labyrinth==
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'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful.  
 
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful.  
  
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].
+
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it.  
 
 
*BONUS: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.
 
  
 
==Magma Chamber==
 
==Magma Chamber==
A room which you can fill with [[magma]] and subsequently drain.
 
 
 
'''Difficulty:''' Dangerous as any magma project.  
 
'''Difficulty:''' Dangerous as any magma project.  
  
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.
+
'''Usefulness:''' It's like a drowning chamber, but you can't recover most of the victim's stuff.
  
 
==Magma Cannon==
 
==Magma Cannon==
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==Magma Mausoleum==
 
==Magma Mausoleum==
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanoes since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  Bonus points for each additional level down you manage to place the coffin.
+
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  Bonus points for each additional level down you manage to place the coffin.
  
 
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.
 
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.
  
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.
+
'''Usefulness:''' None, since an obsidian lined room with the exact same furniture somewhere else will please your nobles just as much.
  
 
==Magma Pumping==
 
==Magma Pumping==
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*BONUS:Make the statue hollow and have dwarves live inside it.
 
*BONUS:Make the statue hollow and have dwarves live inside it.
*MEGADWARFBONUS:Make the hollow statue for the dwarves to live in out of obsidian.
 
  
 
==Moses Effect==
 
==Moses Effect==
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'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult.
 
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult.
 
==Nuclear Fallout Bunker==
 
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly add a bridge that allows you to seal off the bunker from the rest of the world.
 
 
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter form the apocalypse.
 
 
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it tantrum spiral or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.
 
  
 
==[[Obsidian]] factory==
 
==[[Obsidian]] factory==
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'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.
 
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.
 +
  
 
==Pressure Washer==
 
==Pressure Washer==
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'''Difficulty:''' Medium, construction technique takes some consideration.  
 
'''Difficulty:''' Medium, construction technique takes some consideration.  
  
'''Usefulness:''' Medium-High. Tested with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
+
'''Usefulness:''' Medium-High. Tested with 50 recruits standing infront of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.
  
 
BONUS: Fill it with Magma instead (though Magma doesn't pressurize).  
 
BONUS: Fill it with Magma instead (though Magma doesn't pressurize).  
  
==Rehabilitation Centre==
 
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, more productive dwarf.
 
 
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.
 
 
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.
 
 
==Road of the Damned==
 
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!
 
 
'''Difficulty:''' None, just looks nice.
 
 
'''Usefulness:'''Low. The same as a normal road.
 
 
BONUS: Spike a goblin on every trap!
 
  
 
==Self Destruct Lever==
 
==Self Destruct Lever==
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You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait.  
 
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait.  
  
'''Difficulty:''' Moderate. More information on it can be found [[Tower-cap|here]]
+
'''Difficulty:''' Moderate.  
  
 
'''Usefulness:''' Depends on size - bigger is better.
 
'''Usefulness:''' Depends on size - bigger is better.
 
==Town Destroyer==
 
Start your fortress in an area with an existing settlement. Create a channel all the way around it, then dig out everything on the Z-level below and watch it obliterate itself (and probably your framerate).
 
 
'''Difficulty:''' Low to medium. It's not hard, just very time-consuming.
 
 
'''Usefulness:''' Very low.
 
  
 
==Underground Perpetual Motion Power Plant==
 
==Underground Perpetual Motion Power Plant==
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'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.
 
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.
 
==Underwater Statue room==
 
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water soure smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam underwater statue room. For added effect make the meeting room a room directly above with a glass floor.
 
 
'''Difficulty:'''Low.
 
 
'''Usefulness:''' Absolutely positively none.
 
 
==U.R.I.S.T. Artificial Intelligence==
 
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in <s>food</s> biomass and <s>alcohol</s> coolant fluid. Alternatively, you can set up farms in the bunker for a self-sustaining, infinite source of food and booze, although you may want to seal multiple dwarves in the bunker to ensure that there is always a dwarf ready to pull a lever. Profile the levers so that they can only be used by the A.I. dwarf(s).
 
 
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.
 
 
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriended him/her.
 
 
You must also make a snazzy/lame acronym name for your AI, here are some examples:
 
<ul>
 
<li>U.R.I.S.T. - Underground Reasonably Intelligent Settlement Technologist</li>
 
<li>N.O.B.L.E. - Narcissistic Obnoxious Boastful Laughable Excrement </li>
 
<li>M.A.G.M.A. - Massively Alcoholic Gear-Machine Assembly</li>
 
<li>A.R.M.O.K. - All-Reaching Master Of Killing</li>
 
<li>A.S.S. - Almost-autonomous Systems Selector</li>
 
<li>D.I.E.D. - Dedicated Irrigation and Everything else Device</li>
 
<!-- Feel free to add your own AI names -->
 
</ul>
 
 
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.
 
 
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.
 
  
 
==Vomitorium==
 
==Vomitorium==
Prevents [[cave adaption]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it, or build a [[bridge]] or two over the top.
+
Prevents [[cave adaption]]. It's like the greenhouse, only instead of a farm, it's [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it, or build a [[bridge]] or two over the top.
  
 
'''Difficulty:''' Low.  
 
'''Difficulty:''' Low.  
  
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.
+
'''Usefulness:''' Low. Can be a problem when [[goblin]] archers get involved.
  
==Destroy the world==
+
==Rehabilitation Centre==
Make a huge pump that can destroy the entire world save for a bit of hostiles-free land to be happy with forever. Have the all-important stop-the-pump-it's-enough-now device be timer that stops the flood once McDoomed ceases to go thru a certain pressure plate regularly while hauling rocks back and forth.
+
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.
  
Bonus: use magma instead of water, and release hell while your utopia under a sealed glass dome is safe and entertained by the demons outside. Claim it's all in the interest of destroying the one ring (before someone finds it) by bringing the volcano to it! Laugh maniacally until they realize you had the one ring safely in your pocket since embark!!
+
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.
  
Extra bonus if done to finish off a cat explosion problem. This is the reason I've done it.
+
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.
  
'''Difficulty:''' High due to micromanagement - such as walling the world.
 
  
'''Usefulness:''' What do you mean it's not awesome??? Oh, right, you can no longer really LOSE so you're bored? I guess you're volunteering for the pressure plate work, McDoomed...
+
<!--
 +
'''Difficulty:'''  
  
==Split fortresses==
+
'''Usefulness:'''
  
Make 2 or more independent fortresses.
+
-->
 
 
Bonus points for a great wall of china type thing to keep invaders from sieging both at the same time.
 
 
 
'''Difficulty:''' Medium once you have a timer open the doors on alternate years to one fortress or the other. You can have drop-chutes to give stuff to the other fortress if need be, it helps with fey moods.
 
 
 
'''Usefulness:''' Whatever FUN happens, you have a backup. Except when the dragon decided to go thru my inter-fortress chute to reach in the closed-this-year fortress and burned everything, but you should usually get +250 years of FUN out of it before it's all over from synchronized disasters, very major disasters, or something like a catsplosion in a very far corner of the map killing framerates.
 
 
 
==Break the Dam==
 
Dam a river (or brook) using something nonpermanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically
 
 
 
'''Difficulty:''' Low
 
 
 
'''Usefulness:''' Instantaneous death to all sieges!!
 
 
 
{{Category|Design}}
 

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