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Difference between revisions of "40d:Challenges"

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(merciless rewrite, formatting, copyedit, merged some from archive, moved some to and from Starting builds#Challenge builds)
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There aren't any major game-controlled goals to achieve in Dwarf Fortress. If you need a more goal-oriented playstyle, then you have to set some goals for yourself. <br/>
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''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001269 "Goal-Based Dwarf Fortress"].''
'''If you are a new player, don't bother with these before you have learned the game better!'''<br/>
 
The following goals are picked from the bay12games forum thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001269 "Goal-Based Dwarf Fortress"].
 
  
= Goal List =
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The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.
Remember, these goals are only ideas to what you can set for yourself, and can in no way be controlled by the game. And they are for fun, or for challenge. (or both)
 
  
== Fun goals ==
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== Howdy neighbors ==
  
=== Gone to the Dogs===
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Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.
Replace the starting Anvil with an equal value in dogs.
 
  
=== Human Alliance ===
+
== Human "alliance" ==
Playing as dwarves. start a game centered on a human town. Your goal is to build a wall around the town in stone, using a mine under the town. you do not get to take anything from the town, though the human guards will probably help with any sieges. Bonus Points: after finishing the wall and sealing any cracks, dig down to the aquifer again from the outside and run pumps up the wall. Flood them out of your new town!
 
  
== Challenge Goals ==
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Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the aquifer and flood the town.
  
=== Refugees ===
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== Stealth ==
An army is marching to lay siege on a dwarven city - and you've been tasked with providing for the refugees. Build a fortress capable of housing, feeding, and defending 200 refugees.
 
  
=== Stealth===
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Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once you're army is ready, launch a surprise attack.
You've been tasked with creating a hidden outpost close to a goblin lair. Impact the outside site as minimally as possible - dig down right away, deconstruct the wagon ASAP. No building outside or even going outside.
 
  
=== Shrine===
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== Temple ==
You've been tasked with designing a temple to some dwarven god. Aesthetics count - the king will be very disappointed if there's no domed ceilings carved with frescoes.
 
  
=== The Great Brewery ===
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Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with blood.
Disaster has struck the kingdom - a [[Fire|‼]]suspicious peasant[[Fire|‼]] made it into the greatest brewery of the empire, and as a result the whole thing burned down and exploded roughly simultaneously. No time for weeping - you've been chosen to create its successor. Construct a fort dedicated to the production of alcohol - of as many varieties as possible, not just wine, ale, beer and rum.
 
  
=== Diplomacy===  
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== The great brewery ==
Five 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 and found an outpost. They've hired you and one other dwarf at exorbitant prices (they'd have to be) to make sure they survive. (The five nobles only have social skills and refuse to do any work that is beneath them. Make sure they survive for -X- years, after which it's safe for them to return to the courts.)
 
  
=== Wealth===
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Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]] peasant [[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping - create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible and give trade it to the dwarven caravan each year.
Pretty simple - the kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a Fortress Value as possible and make more coins than you will ever need.
 
  
=== Artifact===
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== Wealth ==
There's rumors to the effect that a haunted locale was once home to a item of great importance. Groups have gone in before (and never returned, of course), but never one so dedicated as yours - you're staying until you have that artifact! (Found a fort in a haunted/terrifying location and survive until a dwarf successfully crafts an artifact via possession. Then get the hell out.)
 
  
=== Assassination===
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The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. (Turn off immigration.) Slay the leader (the hardest-to-reach goblin) and escape within x years. (Caveat: No sapper-style undermining. Melee is where it's at.)
 
  
=== Biodome ===
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== Artifact ==
All material, seeds, food, tools, and dwarves must be in the fortress within 1 year. Then, seal up and cave in the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!
 
Bonus points: build an artificial lake.
 
  
=== Retirement Resort ===
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There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.
All Peasant immigrants should be removed of every job, including hauling tasks, and given a great place to live. Make sure to include fun activities and plenty of parties.
 
  
[[category:Guides]]
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== Assassination ==
 +
 
 +
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.
 +
 
 +
== Biodome ==
 +
 
 +
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!
 +
 
 +
== Retirement resort ==
 +
 
 +
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.
 +
 
 +
== Sparta ==
 +
 
 +
Maintain a military of at least 50% of your dwarves; only use iron melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.
 +
 
 +
== Commune ==
 +
 
 +
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the blood of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)
 +
 
 +
== Glass fortress ==
 +
 
 +
Anything that can be made out of glass, will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.
 +
 
 +
A similar challenge could be done with metal or wood.
 +
 
 +
== Single dwarf challenge ==
 +
 
 +
One dwarf. Bring only a set of armor, a weapon, and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No workshops, pets, farming, fishing, gathering, or digging.
 +
 
 +
Also known as "[[Adventure Mode]]".
 +
 
 +
 
 +
[[Category:Guides]]

Revision as of 21:20, 6 November 2007

This article was originally taken from the DF forums thread "Goal-Based Dwarf Fortress".

The general goal of Fortress Mode is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with challenge builds or other goals. These are some goals to attempt or use as inspiration.

Howdy neighbors

Build your fortress on a site with a goblin fort or other race. Dig in and take over their town.

Human "alliance"

Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the aquifer and flood the town.

Stealth

Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once you're army is ready, launch a surprise attack.

Temple

Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with blood.

The great brewery

Disaster has struck the kingdom. A strangely glowing peasant visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping - create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible and give trade it to the dwarven caravan each year.

Wealth

The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.

Artifact

There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.

Assassination

Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.

Biodome

All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!

Retirement resort

Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.

Sparta

Maintain a military of at least 50% of your dwarves; only use iron melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.

Commune

All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the blood of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)

Glass fortress

Anything that can be made out of glass, will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.

A similar challenge could be done with metal or wood.

Single dwarf challenge

One dwarf. Bring only a set of armor, a weapon, and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No workshops, pets, farming, fishing, gathering, or digging.

Also known as "Adventure Mode".