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=== Hobbiton ===
 
=== Hobbiton ===
Forget about deep-delving adventures and armorsmithing. You're playing hobbits.
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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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* 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!
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* 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.
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*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.
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*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: 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===
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===Urist of All Trades, Master Of None===
Opposite of "Master of One" above.<br><br>
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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.
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** 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.
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** 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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**BONUS: Divide your workers into several burrows and have them moved from one burrow to another at regular intervals.
 
**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.
 
***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.
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****ULTRABONUS: Feed your workers with simple meals while military dwarfs with decent or excellent meals.
 
*****MEGABONUS: Dead soldier = their family execution
 
*****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.
 
******MAGMABONUS: Build huge citadel in the center of your fortress where all military and expedition leader will live and be dispatched.

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