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	<updated>2026-04-10T17:04:51Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&amp;diff=4925</id>
		<title>40d Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Engraving&amp;diff=4925"/>
		<updated>2008-07-25T06:13:42Z</updated>

		<summary type="html">&lt;p&gt;Magikarcher: /* Engraving Constructed Walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a general page on engraving, mostly to point out that it appears possible to smooth tiles containing ore, since they have been placed in the category of stone now.  Haven't tried it on gems, but I'm quite giddy about being able to make an aesthetically pleasing fortress in the middle of an ore vein finally.&lt;br /&gt;
&lt;br /&gt;
:Yes, ore is now exactly the same as regular stone, so it can be smoothed just fine. Make for MUCH nicer fort designs then before. I am not 100% sure but I think gems work the same way too. --[[User:BurnedToast|BurnedToast]] 03:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note also that rewalling allows for even more aesthetic possibility. And you can extract the ore or gem from a wall and then rebuild it with less useful material.&lt;br /&gt;
:Except you can't engrave rewalls. --[[User:Squirrelloid|Squirrelloid]] 17:10, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Actually, you can - I did it accidentally when I was smoothing out a plateau for one of my round towers (the fort was called that, might as well put some round towers in :P).  Also added in a channel and they did their job before the lazy engraver could haul his arse to do his.  In time, I put up a rewall and came back later to find the top of my rewall engraved with blazing suns, dwarves etc.  Kinda confused me when I first saw it tho --[[User:Frostedfire|Frostedfire]] 09:57, 25 April 2008 (EDT)&lt;br /&gt;
:::Did you construct these rewalls on top of an engraved floor? That gives the walls the appearance of engraving, but I don't know if it counts as an engraved wall for room value purposes. --[[User:zombiejustice|zombiejustice]] 00:41 2 June 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
I hit {{K|k}} and everything, looked at my wall, and all it said was &amp;quot;Detailed Obsidian Wall.&amp;quot; It doesn't work when I make the walls look like regular walls with lines on them or when I make them have the funky little symbols. My fortress is quite young, but I heard that the engraver can just use his imagination and stuff. What's wrong? --[[User:Penguinofhonor|Penguinofhonor]] 19:55, 14 November 2007 (EST)&lt;br /&gt;
:Hit {{K|k}} and then hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Does the type of stone affect Dwarf happiness? Are they happier if their room contains a golden engraved wall? Or even a granite one? And what about the floor? I've just cleaned out a gold vein and I'm thinking about rewalling it into a dinning hall to take advantage of the gold floor. --[[User:Malenfant|Malenfant]] 11:34, 26 November 2007 (EST)&lt;br /&gt;
:[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000691 Draxxalon's study] suggests that the stone does have an effect. --[[User:Kingzilla|Kingzilla]] 22:24, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm doing a little studying on the architecture value of smoothing/engraving for the current tournament.  As far as I can tell, a smoothed wall is worth 8 monies, a smoothed floor is worth 6 monies, and the base value of an engraving is 10 (so an *engraving* is worth 40).  The value *DOES NOT* depend on the type of stone, you get the same bonuses even if you smooth/engrave ore.  And of course while engravings do have quality, smoothing does not. --[[User:Sowelu|Sowelu]] 17:20, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At one point I noticed a tiny room had an astronomical rent value - turns out the walls were native aluminum (that the game never announced for some reason, and i'd smoothed them without noticing).  I mined out the ore and rewalled and the rent dropped substantially.  So I'd say ore value matters quite a bit, at least for walls --[[User:Squirrelloid|Squirrelloid]] 17:10, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Had same thing but with gem floor. About 5 tiles of some x10 value gem floor increased rent from ~2300 (minor noble room) to ~8000. --[[User:Someone-else|Someone-else]] 15:10, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quality engravings tell more history ==&lt;br /&gt;
&lt;br /&gt;
When I had my dwarves engrave the history in my story I wrote earlier, they weren't very skilled at engraving. Though my entire fortress had been burnt up by spirits of fire and attacked by goblins a couple years back, only two of thirty engravings depicted a demon and had a story along with it. There were about thirty engravings done, and only three were well-crafted. The three well-crafted included the two about demons, and one that had a fact about my mayor being elected in 1051. The rest, which were normal quality were of pointless designs and creatures never encountered. Quality plays a major role in what is shown in the engraving. I'll add a section about this, does someone know if higher qualities like masterful depict even more?--[[User:Richards|Richards]] 16:51, 24 April 2008 (EDT)&lt;br /&gt;
:I have no desire to savescum and abandon, but I do find that generic dwarf enrgavings tend to be less quality. --[[User:GreyMario|GreyMario]] 17:10, 24 April 2008 (EDT)&lt;br /&gt;
::I checked it out a few times, there's no difference in the history of masterful engravings then there were in well-crafted ones. The only exception is unskillful engravings, they don't tell anything. So it's confirmed then. --[[User:Richards|Richards]] 08:42, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Types of stone ==&lt;br /&gt;
I'm pressing {{K|d}} then {{K|e}} and selecting an area, then pressing {{K|Enter}}. But it's not seeming to do anything in most bits of my fortress. (I find this with smoothing as well.) Could this be because they're mudstone? Does engraving only work in certain types of rock? It'd be good to clarify this somewhere. --[[User:AlexChurchill|AlexChurchill]] 08:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Engraving Constructed Walls ==&lt;br /&gt;
&lt;br /&gt;
Why can't constructed walls/floors be designated for engraving? Has Toady said anything specific about this, or is it just something we have to deal with? --[[User:Rakankou|Rakankou]] 00:15, 25 July 2008 (EDT)&lt;br /&gt;
:Have you tried smoothing them first? I think they have to be smoothed first, they also must be made out of stone. [[User:Magikarcher|Magikarcher]] 02:13, 25 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Magikarcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37940</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37940"/>
		<updated>2008-07-25T06:12:11Z</updated>

		<summary type="html">&lt;p&gt;Magikarcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
[EDIT]&lt;br /&gt;
I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flight ==&lt;br /&gt;
&lt;br /&gt;
If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --[[User:AlexFili|AlexFili]] 05:30, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves will just spam &amp;quot;Task cancelled: dangerous terrain&amp;quot;. They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fireproof Trees? ==&lt;br /&gt;
&lt;br /&gt;
Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --[[User:Rakankou|Rakankou]] 00:47, 25 July 2008 (EDT)&lt;br /&gt;
:I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. [[User:Magikarcher|Magikarcher]] 02:12, 25 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Magikarcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21666</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21666"/>
		<updated>2008-07-25T05:33:23Z</updated>

		<summary type="html">&lt;p&gt;Magikarcher: /* Humanlike Fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Challenge Builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
Note: &amp;quot;[[Challenge Builds]]&amp;quot; and &amp;quot;[[Game goals]]&amp;quot; merged into this page. Somebody else gets to merge the above two paragraphs.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort ==&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears, promptly enter aggressive negotiations and throw them down the well screaming; &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot;. You should forbid the use of gold and silver (and platinum, etc), the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; 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.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. Note that this is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== No rocks! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only wood.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[wood]], will be made only from wood. Doors, tables, chairs, floodgates, bridges, stairs, workshops, you name it. For even greater challenge, build it entirely above ground with wooden walls and floors.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&amp;lt;br&amp;gt;&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Build it in the [[Ocean]]&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list&lt;br /&gt;
If you can come up with an idea of a way to actually do this, this is a great goal. However, I don't believe such a device or machine is possible. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inuit Dwarfs ==&lt;br /&gt;
&lt;br /&gt;
Live out on a glacier with no surrounding trees and just rely on the ice and your woolly underpants. Actually, you might want to get the full attire, it's going to be cold!&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make a giant tower completely out of ice with your dwarfs living in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make everything out of ice.&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles, or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Magikarcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1201</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1201"/>
		<updated>2008-03-02T05:54:18Z</updated>

		<summary type="html">&lt;p&gt;Magikarcher: &lt;/p&gt;
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&lt;div&gt;{| style=&amp;quot;margin: 0 auto; border-spacing: 1em&amp;quot;&lt;br /&gt;
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{{Quote Box|Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.}}&lt;br /&gt;
{{Quote Box|&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;}}&lt;br /&gt;
{{Quote Box|Toady has created a masterpiece!}}&lt;br /&gt;
{{Quote Box|Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?}}&lt;br /&gt;
{{Quote Box|Do these +narrow chimpanzee leather trousers+ make me look fat?}}&lt;br /&gt;
{{Quote Box|This wiki menaces with spikes of bread.}}&lt;br /&gt;
{{Quote Box|I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.}}&lt;br /&gt;
{{Quote Box|Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...}}&lt;br /&gt;
{{Quote Box|&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot;&amp;lt;br&amp;gt; - [[Toady One]]}}&lt;br /&gt;
{{Quote Box|&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
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{{Quote Box|Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!}}&lt;br /&gt;
{{Quote Box|Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].}}&lt;br /&gt;
{{Quote Box|Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]}}&lt;br /&gt;
{{Quote Box|[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!}}&lt;br /&gt;
{{Quote Box|[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!}}&lt;br /&gt;
{{Quote Box|[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!}}&lt;br /&gt;
{{Quote Box|[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].}}&lt;br /&gt;
{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&lt;br /&gt;
{{Quote Box|The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?}}&lt;br /&gt;
{{Quote Box|Dev Notes''':''' Stopped booze food from melting, even though it probably should}}&lt;br /&gt;
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{{Quote Box|What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.}}&lt;br /&gt;
{{Quote Box|“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”}}&lt;br /&gt;
{{Quote Box|Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].}}&lt;br /&gt;
{{Quote Box|&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.}}&lt;br /&gt;
{{Quote Box|Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.}}&lt;br /&gt;
{{Quote Box|Booze does all the work in forts. Dwarves are just booze exoskeletons.}}&lt;br /&gt;
{{Quote Box|My unconscious and bleeding [[mayor]] just mandated the construction of some goods.}}&lt;br /&gt;
{{Quote Box|Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
&lt;br /&gt;
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{{Quote Box|I can just imagine a wagon throwing a tantrum and tossing all its contents at people.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King}}&lt;br /&gt;
{{Quote Box|'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.}}&lt;br /&gt;
{{Quote Box|If in doubt, [[fluid|flood]] the fort!}}&lt;br /&gt;
{{Quote Box|Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.}}&lt;br /&gt;
{{Quote Box|Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;}}&lt;br /&gt;
{{Quote Box|Only you can prevent fortress fires.}}&lt;br /&gt;
{{Quote Box|On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''}}&lt;br /&gt;
{{Quote Box|'Leader' Igëratìr, Clerk has created Razuk Lanzil, a Obsidian Crown!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-&amp;quot;I think the leader business is getting to his head!}}&lt;br /&gt;
{{Quote Box|If cow cheese is made from cow's milk, what is dwarven cheese made of?}}&lt;br /&gt;
{{Quote Box|Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.}}&lt;br /&gt;
{{Quote Box|The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...}}&lt;br /&gt;
{{Quote Box|M.C. Hammerer.&amp;lt;br&amp;gt;&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;What? B-but I didn't-&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THIS!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THAT!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;Etc...}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Magikarcher</name></author>
	</entry>
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