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Editing v0.34:Challenges
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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. | 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. | ||
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=== Minimalist/Survivalist build=== | === Minimalist/Survivalist build=== | ||
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* 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. | * 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. | ||
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===Humans - Living Large and Standing Tall=== | ===Humans - Living Large and Standing Tall=== | ||
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As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better! | As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better! | ||
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==Utter Dwarfiness== | ==Utter Dwarfiness== | ||
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*Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls. | *Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls. | ||
− | *Bonus: If you have "reason" to believe the migrants are [[ | + | *Bonus: If you have "reason" to believe the migrants are [[Main:Noble|infected]], sacrifice them to [[Main:Armok|Armok]]. Remember, he loves Magma! |
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite. If they are wounded, they must be quarantined, and shall therefore die. | *Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite. If they are wounded, they must be quarantined, and shall therefore die. | ||
*AdvancedPlay: Embark in an evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies. | *AdvancedPlay: Embark in an evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies. | ||
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Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work. | Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work. | ||
− | ===The Night's | + | ===The Night's watch=== |
Make a replica of The Wall from the novel series "A Song of Ice and Fire" | Make a replica of The Wall from the novel series "A Song of Ice and Fire" | ||
− | * Embark on area with north half of terrifying glacier area and south half of some non-evil taiga. IMPORTANT: | + | * Embark on area with north half of terrifying glacier area and south half of some non-evil taiga. |
+ | * IMPORTANT: build a HUGE ice wall to cut the north half away | ||
* BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else | * BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else | ||
− | * MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which they | + | * MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful |
===The World is Flat=== | ===The World is Flat=== | ||
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Build a perfect replica of Venice. | Build a perfect replica of Venice. | ||
− | *Building next to a river-side, carve out canals and make a picture-perfect replica or Venice, down | + | *Building next to a river-side, carve out canals and make a picture-perfect replica or Venice, down its basilicas and plazas. |
*Make sure to have an expansive glass industry. | *Make sure to have an expansive glass industry. | ||
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Step 10: Brave your defenses in adventure mode and gain access to your great fortune! | Step 10: Brave your defenses in adventure mode and gain access to your great fortune! | ||
− | *BONUS: Make sure one of the founding | + | *BONUS: Make sure one of the founding dwarfs survives, after possibly killing every other founder, so you must fight the berserk HoardLord to get the fortune! |
*BONUS: Make a system so the nobles stay alive. | *BONUS: Make a system so the nobles stay alive. | ||
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===Wood-free challenge=== | ===Wood-free challenge=== | ||
Simple: your dwarves cannot harvest or use [[wood]], or any wooden items. Non-artifact [[bed]]s are out, which will significantly reduce the happiness of your dwarves. Without charcoal, your furnaces will need to depend upon coal or magma--don't forget to bring a bar of coke to jumpstart your industry if you're using coal. You'll need to brew your alcohol on site using stone pots (to avoid buying wooden barrels on embark). Without [[windmill]]s and [[waterwheel]]s (and [[axle]]s), powered machinery is not possible. A fair number of [[strange mood]]s will prove impossible to complete without wood; you'll need to be ready to deal with the consequences. [[Noble]]s will be particularly problematic since their demands for a bedroom will have to be ignored. | Simple: your dwarves cannot harvest or use [[wood]], or any wooden items. Non-artifact [[bed]]s are out, which will significantly reduce the happiness of your dwarves. Without charcoal, your furnaces will need to depend upon coal or magma--don't forget to bring a bar of coke to jumpstart your industry if you're using coal. You'll need to brew your alcohol on site using stone pots (to avoid buying wooden barrels on embark). Without [[windmill]]s and [[waterwheel]]s (and [[axle]]s), powered machinery is not possible. A fair number of [[strange mood]]s will prove impossible to complete without wood; you'll need to be ready to deal with the consequences. [[Noble]]s will be particularly problematic since their demands for a bedroom will have to be ignored. | ||
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==Arbitrary Law== | ==Arbitrary Law== | ||
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* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol) | * Exclusively dine on a food type of your choice (meat, fish, plants, alcohol) | ||
* Optionally, forbid alcohol consumption to limit carbohydrate intake | * Optionally, forbid alcohol consumption to limit carbohydrate intake | ||
− | **Note: forbidding alcohol permanently is as good as accepting a slow but continuous | + | **Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death |
===Dwarf Liberation Movement=== | ===Dwarf Liberation Movement=== | ||
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Play as an expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs. | Play as an expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs. | ||
− | Suggested embark equipment: some wood, lots of food & drink, multiple mining | + | Suggested embark equipment: some wood, lots of food & drink, multiple mining dwarfs to reach the caves fast. |
===Government in Exile=== | ===Government in Exile=== |