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Editing v0.31:Challenges
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{{Quality|Exceptional}} | {{Quality|Exceptional}} | ||
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==Utter Dwarfiness== | ==Utter Dwarfiness== | ||
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher? | Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher? | ||
===Bandit Camp=== | ===Bandit Camp=== | ||
− | * Three or more Marksdwarves (perhaps with | + | * Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}}) |
* Embark site featuring places to hide | * Embark site featuring places to hide | ||
Line 196: | Line 13: | ||
* All dwarves embark as peasants | * All dwarves embark as peasants | ||
* 7 or multiple of 7 of everything you bring (especially picks and axes) | * 7 or multiple of 7 of everything you bring (especially picks and axes) | ||
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− | 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 | + | 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 {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself! |
Burrows are very useful for this. | Burrows are very useful for this. | ||
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**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system). | **BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system). | ||
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down. | ***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers. Watch what happens and laugh as the laborers die out and high society breaks down. | ||
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===Equaland=== | ===Equaland=== | ||
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* One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish | * One dwarf elected to be "The Leader" commands a lever system capable of killing a single dwarf of your choice in their room, however you wish | ||
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment | * Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment | ||
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===Hermit=== | ===Hermit=== | ||
− | * Spend points ONLY on ONE | + | * Spend points ONLY on ONE {{L|Pick}} |
− | A well known and popular challenge. Kill off 6 starting dwarves and any | + | A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|immigrants}} 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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* Selectively admit dwarves based on name, profession, etc. | * Selectively admit dwarves based on name, profession, etc. | ||
* Embark with an anvil as well. | * Embark with an anvil as well. | ||
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===Hunting Party=== | ===Hunting Party=== | ||
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Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose). | Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose). | ||
− | + | ==="Let Loose the Dogs of War"=== | |
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− | ==="Let | ||
* No military Dwarves are permitted, including Fortress Guard. | * No military Dwarves are permitted, including Fortress Guard. | ||
* No weapons or armor may be forged, and any obtained from looting must be melted down. | * No weapons or armor may be forged, and any obtained from looting must be melted down. | ||
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** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs. | ** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs. | ||
− | ===28 | + | ===28 Days Later=== |
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected. | *Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected. | ||
− | *Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the | + | *Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the Blood God. Remember he loves Magma. |
− | *Bonus: Only Marksdwarves for | + | *Bonus: Only Marksdwarves for defence, You shouldn't get near the zombies, as they bite.If they are wounded, they must be quarantined, and shall therefore die. |
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. | *AdvancedPlay: Add zombie to the creatures list and set them as [EVIL]. | ||
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later. | **Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later. | ||
− | **Elf clothing anyone? | + | **Elf skin clothing anyone? |
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated. | *Keep a diary from one of the characters perspectives, to be read when the world is repopulated. | ||
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'''Variant:''' | '''Variant:''' | ||
*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. | ||
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===Monarch with a grudge=== | ===Monarch with a grudge=== | ||
* Forbid any and all use of stone and metal | * Forbid any and all use of stone and metal | ||
* No exposed tile may be labeled "Underground" | * No exposed tile may be labeled "Underground" | ||
− | * Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the | + | * Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}}) |
"Nay, no ponderous stone doors or shining silver arcades, not while I live!" | "Nay, no ponderous stone doors or shining silver arcades, not while I live!" | ||
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* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice | * Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice | ||
− | ===Urist | + | ===Santa Urist=== |
* Embark in a glacier biome | * Embark in a glacier biome | ||
* Take at least 3 craftsdwarves to serve as Santa's Elves. | * Take at least 3 craftsdwarves to serve as Santa's Elves. | ||
− | * Export as many toys as possible. These | + | * Export as many toys as possible. These can be your only trade good. |
− | * Bonus: Use | + | * Bonus: Use this user's Christmas-themed tileset: [[User:Sphr]] |
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===Sitting on trees=== | ===Sitting on trees=== | ||
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* You may only work/build/live on the original Z level where your wagon was | * You may only work/build/live on the original Z level where your wagon was | ||
* No moats allowed, as this requires a channel, which goes below your z-level | * No moats allowed, as this requires a channel, which goes below your z-level | ||
+ | |||
+ | ==="I guess it's up to us to repopulate the planet..."=== | ||
+ | * Embark on a loner site - this means one where traders, siegers, migrants, etc. simply don't show up, ever. | ||
+ | * Kill five of your starting seven, leaving one male and one female. | ||
+ | * You will get no population influx in any way (ever!) aside from breeding. Uncertain if inbreeding is possible for more generations of dwarves - unlikely. Hope the McUrists are prepared for a big family... | ||
===Hunter and Gatherer=== | ===Hunter and Gatherer=== | ||
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* Try creating a world in year 1 (optional) | * Try creating a world in year 1 (optional) | ||
Post-Embark | Post-Embark | ||
− | * Everything allowed except Farming | + | * Everything allowed except Farming. |
Bonus | Bonus | ||
− | * | + | * Embark in a desert, so only hunting and (aquifier) fishing. |
− | ** Extra Points: Dont fish in the | + | ** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway? |
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top. | ** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top. | ||
*** Extended version: Fill the pyramid with magma! | *** Extended version: Fill the pyramid with magma! | ||
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ** Create lines like the Nazca to honour Armok, so he will send some rain (maybe). | ||
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===Cave Men=== | ===Cave Men=== | ||
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Post-embark | Post-embark | ||
− | Go into the cave with all your dwarves, and try to survive the harsh | + | Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems. |
You cant use items from ground zero, all wood must be harvested in the caves, along with food. | You cant use items from ground zero, all wood must be harvested in the caves, along with food. | ||
− | *Bonus | + | *Bonus* no trading, who wants to enter that creepy cave anyways? |
− | *MEGA BONUS | + | *MEGA BONUS* No dogs and no warrior dwarves. |
===Fort wars!=== | ===Fort wars!=== | ||
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* Nobles are given free reign and will be quartered in the winning fort. | * Nobles are given free reign and will be quartered in the winning fort. | ||
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United. | * Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United. | ||
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− | ===Deep | + | ===Deep dwarfs=== |
Following the embark, lock yourself up under the ground. | Following the embark, lock yourself up under the ground. | ||
− | Don't let any of your | + | Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom! |
− | *BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep. | + | *BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more |
− | *MEGA BONUS: create a caste of deep | + | deep. |
+ | *MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels. | ||
===Earth Mover=== | ===Earth Mover=== | ||
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*Dig every square in the map. | *Dig every square in the map. | ||
**Hint: you might want to turn cave-in on | **Hint: you might want to turn cave-in on | ||
− | **Another hint: Do you really want to put your castle up there, when your | + | **Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there? |
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===Oh, The Humanity!=== | ===Oh, The Humanity!=== | ||
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*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals. | *Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals. | ||
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times. | *Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times. | ||
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*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby. | *BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby. | ||
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*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature. | *BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature. | ||
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. | **Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. | ||
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*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several "restaurants" specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it. | *MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several "restaurants" specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it. | ||
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security! | **UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security! | ||
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