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

Editing Playstyle challenge

Jump to navigation Jump to search

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

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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

Latest revision Your text
Line 1: Line 1:
{{migrated article}}
 
 
{{av}}
 
{{av}}
{{Quality|Unrated}}
+
{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}
  
 
The following is a list of [[challenge]]s relating to playstyle.
 
The following is a list of [[challenge]]s relating to playstyle.
Line 22: Line 21:
 
* 1 anvil
 
* 1 anvil
 
* 1 copper ore
 
* 1 copper ore
* 1 [[fire-safe]] block
 
  
 
Nothing else. From that alone, forge your axe and pick.  Real dwarves won't need to peek...
 
Nothing else. From that alone, forge your axe and pick.  Real dwarves won't need to peek...
Line 28: Line 26:
 
{{Spoil small|
 
{{Spoil small|
 
* Deconstruct the initial wagon for the 3 wood it provides.
 
* Deconstruct the initial wagon for the 3 wood it provides.
* Build a wood furnace with the block.
+
* Go into the Status->Stone screen and allow your copper ore as building material
* Make 3 charcoal from the wood.
+
* Build a wood furnace with the copper nugget
 +
* Make 1 ash and 2 charcoal from the wood.
 
* Deconstruct the wood furnace.
 
* Deconstruct the wood furnace.
* Build a smelter.
+
* Build a smelter with 1 ash ''(a fire-safe "bar")''.
 
* Smelt the nugget into 4 copper bars using 1 charcoal.
 
* Smelt the nugget into 4 copper bars using 1 charcoal.
* Build a metalsmith's forge with 1 anvil and 1 copper bar, or deconstruct the smelter.
+
* Build a metalsmith's forge with 1 anvil and 1 copper bar.
* Forge a pick using 1 copper bar and 1 charcoal.
 
 
* Forge a battle axe using 1 copper bar and 1 charcoal.
 
* Forge a battle axe using 1 copper bar and 1 charcoal.
... and proceed as normal.
+
* Chop some trees.
''(Building with ash used to be possible, so you would build the furnace with the ore ''
+
* Construct a wood furnace with a copper bar.
''and then build with an ash bar after, but not since v50)''.|Step-by-step}}
+
* Make more charcoal.
 +
* Forge a pick.
 +
... and proceed as normal.|Step-by-step}}
  
You can set the embark points as 309 (the minimum for a steel anvil and a piece of [[Tetrahedrite]]) in the [[advanced world generation]] settings to mandate this challenge. (Ironically, bringing a copper axe and pick costs less points than bringing an anvil, but that's perhaps against the spirit of this challenge.)
+
You can set the embark points as 309 (the minimum for a steel anvil and a piece of [[Tetrahedrite]]) in the [[advanced world generation]] settings to mandate this challenge.
  
As an additional challenge, don't spend any points on skills.
+
BONUS: Don't spend any points on skills.
  
You can make things worse for yourself by swapping the ore for a fire-safe block.  Raze other civilizations, and hope that you get metals.
+
EXTREMEMINIMALIST:
 +
* 1 anvil
 +
* 1 fire-safe block
  
===NULL===
+
Raze other civilizations and hope for metals
  
* Spend zero points on embark
+
MASOCHISTMINIMALIST aka PEASANTRY:
 +
* nothing (0 Points on embark)
 +
 
 +
SURVIVE, Build trade depot, raze any goods, open a temple zone, and pray for ̶̶̶<s>invaders</s> caravans.
  
 
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants.
 
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants.
  
Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood)... unless you retire-scum to move your "start" time to near autumn.
+
Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood).  
  
If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting.
+
DWARVENNERDSBONUS: All dwarves assigned <b>useless</b> scholarship skills, such as <b>mathematicians</b>
  
For either this or the above challenge, you can choose to instead use your points on [[useless crap]]. Note that most finished goods can be traded, which might go against the spirit of this challenge. It is, however, possible to embark after removing all supplies and skills, thereby having spent no points at all.
+
EXTREMEBONUS: No trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting.
  
 
=== Stranded Scout Squad ===
 
=== Stranded Scout Squad ===
Line 68: Line 73:
 
* Embark in the middle of an [[arctic ocean]]
 
* Embark in the middle of an [[arctic ocean]]
  
A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be ice, wildlife drops, (possibly) fish, the resources you embark with, and the ones you manage to buy from the dwarven caravan, as nobody else will bother to come here.
+
A challenge for the ultimate survivalist. The map is devoid of wildlife and contains only a thick layer of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be the ones you embark with and the ones you manage to buy from the dwarven caravan, as nobody else will bother to come here.
  
 
You'll need to use [[DFHack]] to bypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet from collapsing into the water underneath.
 
You'll need to use [[DFHack]] to bypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet from collapsing into the water underneath.
 
Note that you ''can'' play on an arctic ocean biome with cave-ins enabled, but that will just turn the site into something close to a standard glacier, which is perhaps against the spirit of this challenge.
 
  
 
==Races==
 
==Races==
Line 98: Line 101:
  
 
=== Hobbiton ===
 
=== Hobbiton ===
Forget about deep-delving adventures and armorsmithing. You're playing hobbits.
+
Forget about deep-delving adventures and armoursmithing. You're playing hobbits.
  
 
* You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort.
 
* You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort.
Line 110: Line 113:
 
* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill.  
 
* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill.  
  
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
+
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
  
 
===Humans - Living Large and Standing Tall===
 
===Humans - Living Large and Standing Tall===
Line 163: Line 166:
 
* Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.
 
* Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.
 
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!
 
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!
* BONUS: Leave stockpiles of armor 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!
 
* MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves.
 
* MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves.
Line 189: Line 192:
  
 
Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed.
 
Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed.
 
=== Prolife fortress ===
 
*Do not geld any animals. Even [[Catsplosion|cats]].
 
*If any gelder arrive to your fortress, kill them.
 
**Bonus: legendary gelders must be killed with legendary violence!
 
*Bonus: Kill asexual dwarves too.
 
  
 
===Dwemer City-State===
 
===Dwemer City-State===
Line 252: Line 249:
  
 
===Aliens vs Predator===
 
===Aliens vs Predator===
Raise a civilization just to hunt [[demon]]s.
+
Rise a civilization just to hunt [[demon]]s.
 
*Nothing to specify about preparation and early game.
 
*Nothing to specify about preparation and early game.
 
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
 
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
Line 268: Line 265:
 
===Orzammar===
 
===Orzammar===
 
*settle into a large mountain range.
 
*settle into a large mountain range.
*have your dwarves separated into different 'castes'. Each dwarf must do no more than is required of his caste, and no less. The peasants must be called 'casteless' and must have no labors activated.
+
*have your dwarves separated into different 'castes'. Each dwarf must do no more than is required of his caste, and no less. The peasants must be called 'casteless' and must have no labours activated.
*each caste is one main labor, for example: masonry is a caste, but engraving isn't and is instead included in the masonry caste. There is a farmer caste, but no cook caste. That is included in farming. Mining is a caste in itself.
+
*each caste is one main labour, for example: masonry is a caste, but engraving isn't and is instead included in the masonry caste. There is a farmer caste, but no cook caste. That is included in farming. Mining is a caste in itself.
 
*young dwarves adopt their parent's caste. Girls adopt their mother's caste, males adopt their father's caste.
 
*young dwarves adopt their parent's caste. Girls adopt their mother's caste, males adopt their father's caste.
 
*build your fortress into different districts: diamond quarter for the nobles, the commons for all the workers, and dust town for the 'casteless' dwarves.
 
*build your fortress into different districts: diamond quarter for the nobles, the commons for all the workers, and dust town for the 'casteless' dwarves.
Line 313: Line 310:
 
* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.
 
* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.
  
===Hermit/age===
+
===Hermit===
 
* Spend points ONLY on ONE [[pick]].
 
* Spend points ONLY on ONE [[pick]].
  
A well known and popular challenge. Kill off or expel 6 of the starting dwarves and any [[immigrant]]s as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.
+
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrant]]s as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.
  
 
'''Variants'''
 
'''Variants'''
Line 361: Line 358:
 
***Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated.
 
***Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated.
  
===Master of One===
+
===Master Of One===
 
Pre-Embark:
 
Pre-Embark:
 
* All starting dwarves must have only one skill
 
* All starting dwarves must have only one skill
Line 373: Line 370:
 
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.
 
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.
  
===Urist of All Trades, Master of None===
+
===Urist of All Trades, Master Of None===
Opposite of "Master of One" above.<br><br>
+
Opposite of "Master Of One" above.<br><br>
 
Pre-Embark:
 
Pre-Embark:
 
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice).
 
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice).
Line 430: Line 427:
 
* One dedicated Butcher+Tanner
 
* One dedicated Butcher+Tanner
 
* Minimal supplies and skills, so you can bring...
 
* Minimal supplies and skills, so you can bring...
* As many puppies and kittens as you can afford
+
* As many puppies and kittens you can afford
 
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden
 
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden
  
Line 842: Line 839:
 
* Crossbows and traps are forbidden.
 
* Crossbows and traps are forbidden.
 
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.
 
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.
** BONUS: All weapons and armor must be made from bronze.
+
** BONUS: All weapons and armour must be made from bronze.
 
* Civilian dwarves have all labors enabled.
 
* Civilian dwarves have all labors enabled.
 
** If ever activated, cannot use quality weapons or armor.
 
** If ever activated, cannot use quality weapons or armor.
Line 851: Line 848:
 
* Building city walls is considered weak and cowardly.  
 
* Building city walls is considered weak and cowardly.  
 
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.
 
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society], and see Bret Devereaux's series [https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/ This. Isn't. Sparta].
+
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].
  
 
===Xenophobia===
 
===Xenophobia===
Line 1,064: Line 1,061:
  
 
* Don't build any workshops or farms (with a possible exception for [[still]]).
 
* Don't build any workshops or farms (with a possible exception for [[still]]).
** Bonus: Disable all labors and live solely on imported goods.
+
** Bonus: Disable all labours and live solely on imported goods.
 
* Build your whole fortress around a [[trade depot]]. Train your [[building designer]] to build a really good trade depot eventually.
 
* Build your whole fortress around a [[trade depot]]. Train your [[building designer]] to build a really good trade depot eventually.
 
* "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them.
 
* "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them.
Line 1,073: Line 1,070:
 
* Real elartians hate nature. Burn forests, kill animals and drain fish ponds.  
 
* Real elartians hate nature. Burn forests, kill animals and drain fish ponds.  
 
** BONUS: Real elartians hate other species. No pets, no caravans!
 
** BONUS: Real elartians hate other species. No pets, no caravans!
*** MEGABONUS: Real elartians are squeamish about making wooden things. Drop the logs in magma. As a last resort, make some charcoal.
+
*** MEGABONUS: Real elartians are squeamish about making wooden things. Drop the logs in magma. As a last resort, make some coal.
  
 
* Real elartians not wear clothes, but only wear pouch. Take all the clothes off your dwarves, you can only wear a quiver, flask and backpack.  
 
* Real elartians not wear clothes, but only wear pouch. Take all the clothes off your dwarves, you can only wear a quiver, flask and backpack.  
** Reduced difficulty: Doorfs aren't exactly elartics, they don't have natural shells. So you can wear armor but not leather, only bone and metal.  
+
** Reduced difficulty: Doorfs aren't exactly elartics, they don't have natural shells. So you can wear armour but not leather, only bone and metal.  
  
 
* The children of elarthk don't live off the adults, they're fighting a war to survive for the right to grow up. Lock the kids in a miasma dumpster. Dump them in water and plump helmet. Only those who have fallen into the tantrum and killed a few, or those who have fallen into a strange mood, should be released.  
 
* The children of elarthk don't live off the adults, they're fighting a war to survive for the right to grow up. Lock the kids in a miasma dumpster. Dump them in water and plump helmet. Only those who have fallen into the tantrum and killed a few, or those who have fallen into a strange mood, should be released.  
Line 1,088: Line 1,085:
 
* Real elartians don't make beds, they sleep on chests and boxes. Make a dormitory right in the warehouse.
 
* Real elartians don't make beds, they sleep on chests and boxes. Make a dormitory right in the warehouse.
 
* Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels.  
 
* Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels.  
* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk.
+
* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarfs need their own Yirk. Or you could start as adventurer Yirk.
 
 
===The Combine===
 
 
 
*During embark choose biggest embark location size you can get. Remember that you can use U, M, K, and H to resize the embark location.
 
 
 
*Build the fortress on surface in anyway or shape you like.
 
 
 
*When you have decent size fortress population (50 to 100) stop any dwarf reproduction, divide male dwarves into two groups - workers and military. All females by default in worker groups.
 
Workers have all jobs enabled.
 
 
 
*Strip and throw away anything your dwarves don't need in their line of work and survival. That means valuables, personal belongings etc.
 
**BONUS: After that any worker dwarf that has valuables or belongings is executed on spot. Valuables or belongings of military dwarves just thrown away. Only Expedition Leader can have limited amount of personal belongings and valuables.
 
 
 
*Recreation is prohibited. Expedition Leader has limited access to recreation.
 
 
 
*From this point forward your goal is to secure everything that is useful to your survival and throw away everything that is not. But first you have to expand your fortress on surface, build walls around your fortress, have guard posts around edges.
 
**BONUS: Anything you secure you have to use immediately - no stockpiling. Unless it's weapons, ammo, armor, tools, medicine and food.
 
 
 
*Any crime is dealt with by capital punishment.
 
**BONUS: Divide your workers into several burrows and have them moved from one burrow to another at regular intervals.
 
***MEGABONUS: Dwarf reproduction is a crime. Any result form that is destroyed along with parents and their relatives.
 
****ULTRABONUS: Feed your workers with simple meals while military dwarves with decent or excellent meals.
 
*****MEGABONUS: Dead soldier = their family execution
 
******MAGMABONUS: Build huge citadel in the center of your fortress where all military and expedition leader will live and be dispatched.
 
 
 
*Do not trade with anyone but dwarves. Caravan from any other race is to be destroyed on spot.
 
 
 
**GENERAL BONUS: Turn anything outside of your fortress walls into barren wasteland
 
***GENERAL MEGABONUS: Have 10 layers 4x4 closed off pit inside your citadel - strip corpses of anything useful and throw them there. Only specific set of dwarves can be tasked with corpse disposal.
 
 
 
===Vault-Tec Calling===
 
*The world above is dangerous. Build a better future underground for your dwarves before the bombs fall.
 
 
 
*Embark with lead bars to create a radiation proof [[Bridge|vault door]].
 
 
 
*[[Animals]] are also forbidden to embark with. Any brought by migrants are to be immediately slaughtered.
 
 
 
*Rename your expedition leader to “overseer”.
 
 
 
*You have two years to trade with the outside world and build a vault underground. After this, seal up the vault door. No migrants in and nobody out.
 
**BONUS: Embark on a glacier. You will have to venture into the caverns below to farm and survive.
 
 
 
*Survive as long as you can!
 
**BONUS: Last at least 200 years.
 
***MEGABONUS: …then delve into the [[Magma sea]]. Build a massive pumpstack up to the surface. Flood the surface with lava, destroying factionalism and paving the way for your brave vault dwellers to recolonize the surface!
 

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

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

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: