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Difference between revisions of "v0.31:Challenges"

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{{av}}
 
{{av}}
 
{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
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==Pre-Embark Build Ideas==
 +
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges.
 +
 +
=== Diplomacy ===
 +
* Six dwarves with only social [[skill]]s
 +
* One skilled dwarf
 +
 +
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.
 +
 +
=== Minimalist/Survivalist build===
 +
 +
* 1 anvil
 +
* 2 copper ore
 +
* 1 ash (or stone)
 +
 +
Nothing else. From that alone, forge your pick and axe.  (Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".)
 +
 +
Alternatively, drop the second copper ore and use a wooden axe for your woodcutting needs.
 +
 +
===Peasantry===
 +
* Spend 0 Points on embark
 +
 +
This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot.
 +
 +
Sadly, the wooden axes of v0.31 make this challenge remarkably easy. All you end up with is a fort that decided not to dig until the first caravan. Of course, you could just choose not to use wooden axes (on the honor system, naturally).
 +
 +
===Race Against the Clock===
 +
* Spend all embark points on [[cat]]s; 50/50 male and female
 +
 +
A variant of Peasantry: can you slaughter enough cats to prevent the [[catsplosion]] while eeking out your pitiful livelihood?
 +
 +
=== Stranded Scout Squad ===
 +
* Military skills
 +
* Weapons, ammunition, armor, war dogs
 +
* Picks are not weapons
 +
 +
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.
 +
 +
==Races==
 +
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.
 +
 +
===Elves - The Ultimate Hippy Challenge===
 +
Peace, man.
 +
* Don't gather plants except those you plant yourself.
 +
* Don't gather wood nor trade for it with humans or dwarves.
 +
* Trade for plants and wood only with the elves; they understand your environmental code.
 +
* Don't burn any [[fuel|coal]]. Do you know what that does to the environment, man?
 +
**Magma-smelting is an option, but steel can't be had.
 +
* Don't cause any creature's death, except in self-defense.
 +
**No military, induced submerging, or lethal implementation of corkscrews.
 +
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.
 +
* [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building).
 +
 +
Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.
 +
 +
For an extra challenge try this in an area with a cave.
 +
 +
===Hobbitton===
 +
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.
 +
** Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all.
 +
** One family per hobbit-hole, though that may include the help. No underground connections between holes, either.
 +
** Walls are to be lined with blocks of good polished wood, or clay bricks. Floors can be surfaced in stone or wood.
 +
** Don't forget your glass skylights and brick chimneys over the kitchen! While you're at it, how about a greenhouse for those exotic plants?
 +
 +
* Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals and avoid industrial mining.
 +
 +
* 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 barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts.
 +
 +
 +
===Humans - Living Large and Standing Tall===
 +
Pretend you're a filthy above-ground dwelling [[Human|human]].
 +
* Build a town wall.
 +
** Only hovels and farms outside the town walls.
 +
* House your dwarves in small town homes
 +
** 5-10 dwarves per house (they had pretty big families back in the day)
 +
** Upstairs bedrooms, small dining room, maybe a single level basement.
 +
* House your workshops according to profession, not convenience.
 +
* Build warehouses for stockpiles, and set guards outside them.
 +
* Create a keep, with its own wall, barracks, treasury, etc.
 +
** House your nobles within the keep.
 +
* Create a market square.
 +
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.
 +
* No underground connections between different areas.
 +
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.
 +
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.
 +
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.
 +
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.
 +
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.
 +
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.
 +
* BOUNS: Miniproject: Have a series of canals for transport.
 +
* BONUS: Easy Play: Embark on top of a Human Town.
 +
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort.
 +
* MEGABONUS: Build your entire fortress as [[mega construction|one huge arcology]].
 +
* MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)
 +
 +
==="Humans"===
 +
Make your dwarves pretend to be an ordinary, albeit short human village, to disguise the secret diggings below. Prepare to launch an invasion on the unsuspecting Big Folk.
 +
 +
* Embark as close to the human towns as possible.
 +
* Construct a "manor house" to house your mayor and broker, with a stone-walled ground level containing office, dining room and kitchens, wood-block walls and windows above for the mayor's bedroom, and a large cellar with a discreetly concealed entrance to the Secret Fortress.
 +
* Construct a walled village including a token number of shacks, barns and workshops, a mill and a blacksmiths' for that authentic touch.
 +
* Surround the village with large fields, growing typical human crops.
 +
* While all this is going on, excavate an extensive fortress underground, with a focus on a well-trained militia. If the map permits, build a secret training area for your army, perhaps hidden in the top of a large hill.
 +
* Trade only raw crops to the human and elven caravans, in exchange for the minor needs of a human village.
 +
* Lure the goblins underground before meeting them in battle - best to hide the evidence, you understand.
 +
 +
===Luddite===
 +
Shun technology and contraptions. Who can really trust them, with all those [[Gremlin|gremlins]] running around? This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.
 +
* No mechanics or [[mechanism]]s
 +
* No [[machine]]s
 +
 +
* BONUS: Hey, wait, aren't crossbows machinelike?
 +
 +
===Earthworms===
 +
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..
 +
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end.
 +
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.
 +
* To make it easier, you can come up to the surface now and then.
 +
* 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 stockpiles of armour and weapons for any future diggers to find!
 +
* 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.
 +
 +
=== Kill demons ===
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Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.
 +
 +
===Eskimo===
 +
Live like the Eskimo! Only try if you are expert
 +
* Embark somewhere with tundra or glacial biome.
 +
* Lot of fishermen, hunters and only a few diggers.
 +
* Every dwarf is at least novice mason
 +
* Build everything out of ice.
 +
* Only spears and crossbows allowed in the military
 +
* BONUS: Axes? what axes?
 +
* BONUS: Only BONE crossbows, bolts and spears. Metal is for losers.
 +
* BONUS: Embark near an ocean and create a floating ice fortress.
 +
 +
===Amazon dwarves===
 +
*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.
 +
*BONUS: military use only bows and spears.
 +
 +
Alternative :
 +
instead of killing the male, use them as slaves and make them work for the females dwarves and put all the females in the military, no male noble allowed.
 +
 +
===The Oregon Trail===
 +
Settle like those who traveled the (in)famous Oregon Trail.
 +
*Optional: Wait to stop world gen until the year 1840.
 +
*Embark in an area that has mostly grassland biome.
 +
*Bring 10 food and 15 booze per dwarf.
 +
*All dwarves must embark as peasants.
 +
*Bring a few rabbits along for skins.
 +
*Bring a few chickens along for eggs, meat and skins.
 +
*Bring 10 copper bars and three random rocks, but only one axe and pick.
 +
*If points allow, bring some leather along.
 +
*If points allow, bring some cloth along.
 +
*Hint: You may want to find an area with clay.
 +
 +
Post-Embark:
 +
*Set one miner, one woodhacker, one main farmer, one weaver/clothier, one potter/glazer, one metalsmith and one glassmaker/gem cutter if you have or found sand.
 +
*All dwarves must plant their own crops, process their own plants, spin their own cloth and cook their own meals.
 +
*Chop down enough of one tree to make one 4x5 inner-tile log cabin.
 +
*Repeat the above step for the rest of the 6 dwarves you came with.
 +
*Hint: Use a rock you brought with to make a kiln. Set a clay collection zone and set Collect Clay on repeat. Use the clay to make houses, instead.
 +
*Dig your dwarves a 5x5 root cellar and place food stockpiles in them.
 +
*Place a 10x10 farm plot by each dwarf's cabin.
 +
*Dig a side hill mine for stone and ore, and make it go down 5 to 6 levels.
 +
*BONUS: Make a huge 40x40 quarry and decrease size by 2 tiles for each level going down.
 +
*Settler BONUS: Place 1x10 farm plots that all grow the same crop 1 tile from each other, channel between them, tap into a surface river, and voila. Western-style irrigation.
 +
*See how long you can survive like this.
 +
*Modding BONUS: Mod the raws and actually embark as humans.
 +
*Naming BONUS: Name the fort 'Tombstone'.
 +
*Modding BONUS: Mod the raws to make sentinents butcherable, cause a food shortage and attempt to recreate the Donner Party.
 +
*Modding BONUS: Add dysentery.
 +
*Mega Modding BONUS: Add guns and bullets of some sort.
 +
 +
As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!
 +
 
==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 {{L|Ambusher|ambushing}})
+
* Three or more Marksdwarves (perhaps with [[Ambusher|ambushing]])
 
* Embark site featuring places to hide
 
* Embark site featuring places to hide
  
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* 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)
 +
* BONUS: Make one state for only nobles and force the other states to sustain it
  
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!
+
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 [[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.
 +
****MEGAUBERLITERARYBONUS: build the community from "The Giver", all dwarves keep all jobs they come with, 3-time troublemakers get "released" (spoiler alert) use magma instead of lethal injection, and remember, no death or pain! (mod the game for ultra control over marriage and jobs!)
  
 
===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
 +
* BONUS: Construct a large sickle-hammer at the fortress enterance to show the regime.
  
 
===Hermit===
 
===Hermit===
* Spend points ONLY on ONE {{L|Pick}}
+
* Spend points ONLY on ONE [[Pick]]
  
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.
+
A well known and popular challenge. Kill off 6 starting dwarves and any [[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.
 +
* Become a lone fisherman. The old man and the sea.
  
 
===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"===
+
*BONUS: Make the two areas self-sufficent of each other, no resource-sharing.
 +
*BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.
 +
 
 +
==="Let Slip the Dogs of War"===
 
* 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 Days Later===
+
===28 Drinks 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 Blood God. Remember he loves Magma.
+
*Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the [[Armok]]. Remember, he loves Magma!
*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.
+
*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: 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 skin clothing anyone?   
+
**Elf 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.
 +
 +
===Urist of All Trades, Master Of None===
 +
Opposite of "Master Of One" above.<br><br>
 +
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).
 +
<br>
 +
Post-Embark:
 +
* Enable all labors on all dwarves, at all times.
 +
* Since only one of Mining, Woodcutting, or Hunting can be enabled at once, try to have an equal number of dwarves in each job. At least once every year, change them around, try to assign them to whichever they have the lowest skill in. Of course, you can leave out Woodcutters if there are no trees (but enable some if you reach a cavern with underground trees), and leave out Hunters if there are no huntable critters.
 +
* Make/buy enough Picks, Axes, and Crossbows so any dwarf who wants to try Mining, Woodcutting, or Hunting can at any time.
 +
* Shuffle around your Administrators yearly, or whenever you notice them getting too skilled in their jobs. You can check the personalities of your replacements to make sure they're at least capable of learning appropriate social skills for the job.
 +
* Draft any (or better yet, every) dwarf into the military. Use the default uniforms. You can only add Individual Choice Melee/Weapon/Ranged, do not assign specific weapons. Keep a variety of weapons in your stockpiles (including any exotic weapons from other races) so your soldiers have plenty to choose from. Periodically switch out your Militia Commander/Captains and squad leaders, so everyone gets a chance to lead. Unless there is a siege, only 1 squad can be active/training at any time.
 +
* Always have some areas designated for Digging/Channeling, tree Cutting, Smoothing/Detailing, and Plant gathering, so dwarves can practice Mining, Woodcutting, Stone Detailing, or Herbalism whenever they want.
 +
* No workshop restrictions via profiles or burrows. Let anyone work anywhere they want, regardless of skill level.
 +
* Try to build at least 2 of every type of workshop, so if a moody dwarf claims one, other dwarves can still have a chance to try that kind of work.
 +
* BONUS: If any dwarf manages to become Legendary, disable the labor(s) associated with that skill. If one reaches Legendary in a weapon or other combat skill, discharge them from the military. You may re-enable the labor(s) (or re-enlist) ONLY if the skill rusts all the way back down to Novice.
 +
* SUPERBONUS: Set that skill threshold lower, (eg. Master, Expert) depending on your own masochism.
  
 
===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 {{L|Dwarven atom smasher|DAS}})
+
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the [[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
  
===Santa Urist===
+
===Urist McHoHoHo===
 
* 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 can be your only trade good.  
+
* Export as many toys as possible. These are your only permitted trade good.
* Bonus: Use this user's Christmas-themed tileset: [[User:Sphr]]
+
* Bonus: Use [[User:Sphr/gfx_set#Christmas_Special_2007|this Christmas-themed tileset]]
 +
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.
 +
* Mega Bonus: Use [[Olivine]], [[Serpentine]], [[Bauxite]], [[Kaolinite]], [[Cinnabar]], [[Petrified wood]], [[Realgar]], (red and green) to build your fortress.
 +
* Dwarven Spirit Bonus: Edit the raws to embark with [[elves]] utilize elf labor to craft your toys.
 +
* Mega Dwarf Bonus: Embark with a group of elves, choose the fattest elf to be Santa. Clothe him in reindeer wool clothing, dyed red, with accents of un-dyed wool. Feed him ☼Longland Flour Cookies☼ and reindeer milk. Build a brick fireplace and burn coal for a warm cozy fire. Train Santa to be a legendary pump operator to make him flash red.
  
 
===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 and Cattle Breeding.
 
Bonus
 
Bonus
* Embark in a desert, so only hunting and (aquifier) fishing.
+
* BONUS: Embark in a desert, so only hunting and (aquifer) fishing.
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?
+
** Extra Points: Dont fish in the aquifer. 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).
 +
* BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking.
 +
* BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms
  
 
===Cave Men===
 
===Cave Men===
Line 158: Line 366:
  
 
Post-embark
 
Post-embark
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.
+
Go into the cave with all your dwarves, and try to survive the harsh environments 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* no trading, who wants to enter that creepy cave anyways?
+
*Bonus: no trading, who wants to enter that creepy cave anyways?
*MEGA BONUS* No dogs and no warrior dwarves.
+
*MEGA BONUS: No dogs and no warrior dwarves.
  
 
===Fort wars!===
 
===Fort wars!===
Line 171: Line 379:
 
* 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.
 +
** Bonus points if you make residents of both sides wear only team colors.
  
===Deep dwarfs===
+
===Deep dwarves===
 
Following the embark, lock yourself up under the ground.
 
Following the embark, lock yourself up under the ground.
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!
+
Don't let any of your dwarves 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
+
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep.
deep.
+
*MEGA BONUS: create a caste of deep dwarves (nobles?), who will only live on the bottommost levels.
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.
 
  
 
===Earth Mover===
 
===Earth Mover===
Line 184: Line 392:
 
*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 dwarfs are digging down there?
+
**Another hint: Do you really want to put your castle up there, when your dwarves are digging down there?
 +
 
 +
===Minimalist===
 +
The opposite of Earth Mover
 +
*Only dig a stone you need
 +
*There should be no unused stones on the map
 +
*BONUS: No spare items or furniture also
 +
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap
 +
 
 +
===Oh, The Humanity!===
 +
*Live like humans do.
 +
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other "addon" buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.
 +
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.
 +
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.
 +
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.
 +
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!
 +
*All farming must be done with surface plants. No underground plants.
 +
*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.
 +
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.
 +
 
 +
*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: Every family has its own house. Each house has a "sink" (well), garage (shack) filled with owned tools, a driveway leading to the main thoroughfare, etc. Multiple-floor apartment buildings for the poor/immigrant dwarves. Once they become useful, they become "wealthy" and are moved to better housing. If they get married, they are moved to better housing for a year - if they're not "wealthy" by then, their house is foreclosed. If they arrive married/with kids, they get cheap housing anyway.
 +
*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.
 +
**Chop down enough trees to piss off the elves every once in a while.
 +
**Fill the map with paved roads. Pavement rules!
 +
 
 +
*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!
 +
 
 +
=== Orbital Defense Network[http://www.bay12forums.com/smf/index.php?topic=61614.0] ===
 +
 
 +
Build a 40z-level high magma rain-dropper. Build reservoirs connected to a volcano with retractable bridges at the bottom to drop magma on invaders! In a 50 tile wide hexagonal system, a 4x4x4 is all that is needed per reservoir.
 +
 
 +
=== Dwarven Prison ===
 +
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarves to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.
 +
 
 +
* Only your initial 7 dwarves may do any work
 +
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the dwarfen justice system?
 +
* Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.
 +
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.
 +
* Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand.
 +
* It won't take long until a few inmates start to [[strange mood|go insane]] from sensory deprivation. Too bad for them.
 +
*BONUS:build a lever for mad dwarves to commit suicide by cave-in
 +
 
 +
=== Cavernous Dwarves ===
 +
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.
 +
 
 +
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)
 +
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.
 +
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).
 +
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.
 +
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.
 +
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.
 +
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.
 +
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.
 +
*Optional: you can have 1 year above surface
 +
 
 +
=== Roman Empire ===
 +
This challenge tries to emulate Europe during the Roman Era.
 +
 
 +
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.
 +
*Steel, Aluminum, and Pig Iron are banned.
 +
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.
 +
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.
 +
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.
 +
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.
 +
*BONUS '''Aztec Empire''': All military may only use jaguar leather armor, obsidian short swords, bows, and copper war hammers.
 +
**MEGA BONUS '''Pre-Historical''': All metal production is banned.
 +
 
 +
=== Incompetent Advisors ===
 +
After wrongly advising the king about which stones were safe from magma's fiery heat, he sent you off with a party of six others, most of which never made it out of dwarf high.
 +
 
 +
*Using the wiki and asking questions on the forums are forbidden!  The king only laughs when your inquiries arrive.  You only know what you knew from the start, anything else has to be tested with experiments
 +
**BONUS only embark with peasants and only accept immigrants with adequate or lower skills. 
 +
***MEGABONUS, when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisers (Anyone who comes with him)
 +
 
 +
===Steve Jackson's Dwarfanoia===
 +
*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the "best" layer
 +
** If you see a dwarf leave his color to go to a nicer one kill them.
 +
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)
 +
**** hey wait, didn't the blue dwarves make the purple computer? and its room?
 +
** decide with random goals or by random when dwarves may go to the next color
 +
** Bonus: everybody in the black level should be miserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.
 +
* computer is in charge of random death traps
 +
* encourage grudges between dwarves
 +
** put dwarves with grudges in the same military unit
 +
*Sheriff is the most deadly dwarf (and everybody other than soldiers go in civvies)
 +
*Bonus make a weapons testing area which may kill the dwarves or give them awesome weapons via untested modding.
 +
** Extra bonus -- the weapons are all either effective or deadly.
 +
*Mega bonus -- have the computer give a sign to check happiness.  Press "v" if the first dwarf it finds is unhappy or had an unhappy thought kill them.
 +
 
 +
Notes: I think you have to mod [mostly from scratch) for orange, so instead you may make cheap stone layer, flux stone etc,  or just skip orange.
 +
 
 +
===Paladins===
 +
* decide which dwarves are paladins and which are support -- paladins refuse to work and support may not fight
 +
* embark to an evil (preferably terrifying) locale
 +
* nothing evil may live
 +
** how to define evil: standard -- use the wiki -- if it says that it lives specifically in an evil climate, it is.
 +
** bonus - include trees
 +
** bonus - all non-good
 +
** bonus - all non-dwarf
 +
** bonus - all non-controlled dwarf
 +
** ultra-bonus - all non-related to the 7 first dwarves
 +
* no profit may be made from anything evil -- that includes trees and plants.
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