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{{migrated article}}
 
 
{{av}}
 
{{av}}
{{Quality|Unrated}}
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{{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.
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* 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...
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{{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 ''
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* Construct a wood furnace with a copper bar.
''and then build with an ash bar after, but not since v50)''.|Step-by-step}}
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* 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. (Ironically, bringing a copper axe and pick costs less points than bringing an anvil, but that's perhaps against the spirit of this challenge.)
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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)... unless you retire scum to move your "start" time to near autumn.
  
 
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.
 
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.
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=== 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.
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* 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===
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* 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.
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===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.
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* 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'''
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***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===
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===Master Of One===
 
Pre-Embark:
 
Pre-Embark:
 
* All starting dwarves must have only one skill
 
* All starting dwarves must have only one skill
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*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).
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* 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.
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* 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.
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* 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.  
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* 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 Dwarves 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!
 

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