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Difference between revisions of "Playstyle challenge"

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{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}
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The following is a list of [[challenge]]s relating to playstyle.
 +
 
 
==Pre-Embark Build Ideas==
 
==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.
 
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.
Line 11: Line 14:
 
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.
  
Expansion: The game is over when you die.
+
*Expansion: The game is over when you die.
 +
 
 +
*BONUS: Turn off all labors for all immigrant dwarves. The worker dwarf is the only one who does anything at all!
  
 
=== Minimalist/Survivalist build===
 
=== Minimalist/Survivalist build===
Line 17: Line 22:
 
* 1 anvil
 
* 1 anvil
 
* 1 copper ore
 
* 1 copper ore
 +
* 1 [[fire-safe]] block
  
Nothing else. From that alone, forge your pick and axe.  Real dwarves won't need to peek...
+
Nothing else. From that alone, forge your axe and pick.  Real dwarves won't need to peek...
  
 
{{Spoil small|
 
{{Spoil small|
 
* Deconstruct the initial wagon for the 3 wood it provides.
 
* Deconstruct the initial wagon for the 3 wood it provides.
* Build a wood furnace with the copper nugget
+
* Build a wood furnace with the block.
* Make 1 ash and 2 charcoal from the wood.
+
* Make 3 charcoal from the wood.
 
* Deconstruct the wood furnace.
 
* Deconstruct the wood furnace.
* Build a smelter with 1 ash ''(a fire-safe "bar")''.
+
* Build a smelter.
 
* Smelt the nugget into 4 copper bars using 1 charcoal.
 
* Smelt the nugget into 4 copper bars using 1 charcoal.
* Build a metalsmith's forge with 1 anvil and 1 copper bar.
+
* Build a metalsmith's forge with 1 anvil and 1 copper bar, or deconstruct the smelter.
 +
* Forge a pick using 1 copper bar and 1 charcoal.
 
* Forge a battle axe using 1 copper bar and 1 charcoal.
 
* Forge a battle axe using 1 copper bar and 1 charcoal.
* Chop some trees.
+
... and proceed as normal.
* Construct a wood furnace with a copper bar.
+
''(Building with ash used to be possible, so you would build the furnace with the ore ''
* Make more charcoal.
+
''and then build with an ash bar after, but not since v50)''.|Step-by-step}}
* Forge a pick.
+
 
... and proceed as normal.|Step-by-step}}
+
You can set the embark points as 309 (the minimum for a steel anvil and a piece of [[Tetrahedrite]]) in the [[advanced world generation]] settings to mandate this challenge. (Ironically, bringing a copper axe and pick costs less points than bringing an anvil, but that's perhaps against the spirit of this challenge.)
 +
 
 +
As an additional challenge, don't spend any points on skills.
 +
 
 +
You can make things worse for yourself by swapping the ore for a fire-safe block. Raze other civilizations, and hope that you get metals.
 +
 
 +
===NULL===
 +
 
 +
* Spend zero points on embark
 +
 
 +
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot. You don't need a trade depot if ''something'' happens to a caravan that carries a pick or axe or if you are lucky with immigrants.
  
===Peasantry===
+
Deserts and glaciers are excessively dwarfy - with no plants and no water, there's no way to survive until caravans arrive (none of the starting dwarves can drink blood)... unless you retire-scum to move your "start" time to near autumn.
* Spend 0 Points on embark
 
  
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot.
+
If you want to make things worse for yourself, you can choose not to even make a trade depot. Get your pick or axe from raiding. You can level up your [[ambush]] skills from hunting.
  
The wooden axes of recent versions make this challenge a lot less gruelling. 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) or to embark in a place too dwarfy for aboveground trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the starting dwarves can drink blood). You don't need a trade depot if ''something'' happens to a caravan that carries a pick.
+
For either this or the above challenge, you can choose to instead use your points on [[useless crap]]. Note that most finished goods can be traded, which might go against the spirit of this challenge. It is, however, possible to embark after removing all supplies and skills, thereby having spent no points at all.
  
 
=== Stranded Scout Squad ===
 
=== Stranded Scout Squad ===
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Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.
 
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.
 +
 +
=== Sea Ice Challenge ===
 +
* Embark in the middle of an [[arctic ocean]]
 +
 +
A challenge for the ultimate survivalist. The map contains only a thick layer of [[ice]] and a deep body of salty oceanic water underneath it, blocking your way deeper. Your only resources will be ice, wildlife drops, (possibly) fish, the resources you embark with, and the ones you manage to buy from the dwarven caravan, as nobody else will bother to come here.
 +
 +
You'll need to use [[DFHack]] to bypass the embark restrictions (you can uninstall it afterwards) and have [[cave-in]]s disabled in [[d_init.txt]] all the time, to prevent the ice sheet from collapsing into the water underneath.
 +
 +
Note that you ''can'' play on an arctic ocean biome with cave-ins enabled, but that will just turn the site into something close to a standard glacier, which is perhaps against the spirit of this challenge.
  
 
==Races==
 
==Races==
Line 60: Line 85:
 
**Magma-smelting is an option, but steel can't be had.
 
**Magma-smelting is an option, but steel can't be had.
 
* Don't cause any creature's death, except in self-defense.
 
* Don't cause any creature's death, except in self-defense.
**No military, induced submerging, or lethal implementation of corkscrews.
+
**No military, induced submerging, or lethal implementation of corkscrews. Or [[Dwarven atom smasher|bridges]].
 
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.
 
* 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).
 
* [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building).
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Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.
 
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.
+
HippieBonus: Mod in cannabis
 +
 
 +
For an extra challenge, try this in an area with a cave.
  
 
Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.
 
Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.
  
===Hobbitton===
+
=== Hobbiton ===
Forget about deep-delving adventures and armoursmithing. You're playing hobbits.
+
Forget about deep-delving adventures and armorsmithing. 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.
Line 83: Line 110:
 
* 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.  
 
* 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.  
+
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
  
 
===Humans - Living Large and Standing Tall===
 
===Humans - Living Large and Standing Tall===
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* BOUNS: Miniproject: Have a series of canals for transport.
 
* BOUNS: Miniproject: Have a series of canals for transport.
 
* BONUS: Easy Play: Embark on top of a Human Town.
 
* BONUS: Easy Play: Embark on top of a Human Town.
* BONUS: Don't use any dwarven physics,ex.atom smashers, perpetual motion devices.
+
* BONUS: Don't use any dwarven physics: Eg.atom smashers, perpetual motion devices.
 
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort.  
 
* 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]].
 
* MEGABONUS: Build your entire fortress as [[mega construction|one huge arcology]].
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* No mechanics or [[mechanism]]s
 
* No mechanics or [[mechanism]]s
 
* No [[machine]]s
 
* No [[machine]]s
 
+
* BONUS: Hey, wait, aren't crossbows machinelike?
** BONUS: Hey, wait, aren't crossbows machinelike?
 
  
 
===Earthworms===
 
===Earthworms===
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* 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.
 
* 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.
 
* To make it easier, you can come up to the surface now and then.
* Try to keep the tunnel as short as possible.
+
* Try to keep the tunnel as short as possible, like this: ||||||||==========> (| is walled off end section, = is tunnel and > is the miners.
* 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 armour and weapons for any future diggers to find!
+
* BONUS: Leave stockpiles of armor 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.
  
 
=== Kill demons ===
 
=== Kill demons ===
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.
+
Try to kill as many [[demon]]s as possible. Use siege-engines and fortifications. Remember that collapsing caves (use supports) kills everything.
 +
 
 +
*RipandTearBonus: Mod in Doomguy and/or a BFG.
  
===Eskimo===
+
===Frozen North===
Live like the Eskimo! Only try if you are an expert
+
Live like the Inuit! Only try if you are an expert.
 
* Embark somewhere with tundra or glacial biome.
 
* Embark somewhere with tundra or glacial biome.
 
* Lot of fishermen, hunters and only a few diggers.
 
* Lot of fishermen, hunters and only a few diggers.
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===Amazon dwarves===
 
===Amazon dwarves===
*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.
+
*Kill or lock away all male dwarves, kids are allowed until they grow up.
 
*BONUS: military use only bows and spears.
 
*BONUS: military use only bows and spears.
*DOESTHISMAKEITOFFENSIVE Bonus: Do the same but with women instead
+
*MRA Bonus: Do the same but with women instead
  
Alternative: Instead of killing the males, use them as slaves and make them work for the females dwarves. Put all the females in the military, no male nobles allowed.
+
Alternative: Instead of killing the males, use them as slaves and make them work for the female dwarves. Put all the females in the military, no male nobles allowed.
 +
 
 +
=== Prolife fortress ===
 +
*Do not geld any animals. Even [[Catsplosion|cats]].
 +
*If any gelder arrive to your fortress, kill them.
 +
**Bonus: legendary gelders must be killed with legendary violence!
  
 
===Dwemer City-State===
 
===Dwemer City-State===
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**Bonus: Embark in dangerous region, so your "big-cruel-outside" lifestyle would make sense.
 
**Bonus: Embark in dangerous region, so your "big-cruel-outside" lifestyle would make sense.
 
*Smooth and engrave everywhere you dig.
 
*Smooth and engrave everywhere you dig.
*Bonus: Awesome un[[support]]ed bridges between high underground towers.
+
*Bonus: Awesome bridges between high underground towers.
 
*Everything you produce should be made of rock and metal, and maybe leather and cloth. Wood is only allowed for making coal. True dwemers sleep on nicely engraved cave floor.
 
*Everything you produce should be made of rock and metal, and maybe leather and cloth. Wood is only allowed for making coal. True dwemers sleep on nicely engraved cave floor.
 
**Optional: Use only copper, bronze and gold.
 
**Optional: Use only copper, bronze and gold.
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*Everything that can be automated should be automated. Your dwarves deserve some comfort.
 
*Everything that can be automated should be automated. Your dwarves deserve some comfort.
 
*Slowly redress all your dwarves in robes, cloaks etc.
 
*Slowly redress all your dwarves in robes, cloaks etc.
*Optional: Catch some [[iron man]]s or [[bronze colossus]]es and unleash them on everything that is not dwarven caravan. Or on actually everything - that's easier.
+
*Optional: Catch some [[iron man | iron men]] or [[bronze colossus]]es and unleash them on everything that is not the dwarven caravan. Or on actually everything - that's easier.
 
**Modding bonus: Add craftable allied automatons.
 
**Modding bonus: Add craftable allied automatons.
*Every migrant who is not mechanic, stoneworker, craftsman, smith, administrator/trader or medic should be marked as "Falmer". Falmers must live separately from your dwarves, you need no care of them, the only food they deserve is plump helmets, the only drink is water. Shortly, they are your slaves now. Falmers must do all the "dirty" work, like mining, operating, farming, hauling or anythyng you don't want your real dwarves to do. Falmers' children are Falmers too, indeed.
+
*Every migrant who is not a mechanic, stoneworker, craftsman, smith, administrator/trader or medic should be marked as "Falmer". Falmers must live separately from your dwarves, you need no care of them, the only food they deserve is plump helmets, the only drink is water. Shortly, they are your slaves now. Falmers must do all the "dirty" work, like mining, operating, farming, hauling or anything you don't want your real dwarves to do. Falmers' children are Falmers too, indeed.
 
**Bonus: Make them live in caverns.
 
**Bonus: Make them live in caverns.
***Bonus: Blind them all (sadly they'll get useless).
+
***Bonus: Blind them all.
 
****Bonus: Torture them in specially designed rooms. Torture elves there too.
 
****Bonus: Torture them in specially designed rooms. Torture elves there too.
*RPGbonus: Make your fortress a single-directed "corridor" dungeon with traps and caged bronze collosuses (with pressure plates connected to cages), so the future adventurers could enjoy it. The last room should be filled up with treasures.
+
*RPGbonus: Make your fortress a single-directed "corridor" dungeon with traps and caged bronze colossuses (with pressure plates connected to cages), so the future adventurers could enjoy it. The last room should be filled up with treasures.
**SuperRPGbonus: Secret passage to your treasure room right near the main enterance. It's only avaible to open it from inside.
+
**SuperRPGbonus: Secret passage to your treasure room right near the main entrance. It's only possible to open it from the inside.
*Optional: Put an end to your fortress by trying to use demons as energy source.
+
*Optional: Get your dwarves to produce an artifact adamantine large dagger, bronze war hammer, and brass gauntlets, then put an end to your fortress by trying to use demons as an energy source.
  
 
===The Oregon Trail===
 
===The Oregon Trail===
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*Modding BONUS: Mod the raws and actually embark as humans.
 
*Modding BONUS: Mod the raws and actually embark as humans.
 
*Naming BONUS: Name the fort 'Tombstone'.
 
*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: Mod the raws to make sentients butcherable, cause a food shortage and attempt to recreate the Donner Party.
 
*Modding BONUS: Add dysentery.
 
*Modding BONUS: Add dysentery.
 
*Mega Modding BONUS: Add guns and bullets of some sort.
 
*Mega Modding BONUS: Add guns and bullets of some sort.
Line 219: Line 251:
  
 
===Aliens vs Predator===
 
===Aliens vs Predator===
Rise a civilization just to hunt [[demon]]s.
+
Raise a civilization just to hunt [[demon]]s.
 
*Nothing to specify about preparation and early game.
 
*Nothing to specify about preparation and early game.
 
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
 
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.
 
*When everything is ready, find the most military skilled dwarves, give them adamantine equipment and training on your choice. They are The Hunters now.
 
*When everything is ready, find the most military skilled dwarves, give them adamantine equipment and training on your choice. They are The Hunters now.
**HINT: [[Danger Room]] can be useful.
+
**HINT: [[Danger room]] can be useful.
*Dig to the Hell, if you haven't done it yet. Let the hunt is begin!
+
*Dig into Hell, if you haven't done it yet. Let the hunt begin!
**Bonus: Fortress should have many small coridors, so demons can [[Fun|troop round]] the hunters.
+
**Bonus: Fortress should have several small corridors, so demons can [[Fun|troop round]] the hunters.
 
***DoubleBonus: When the hunt starts, open the main enterance to your fortress. Also make some kind of fortress-destruction mechanism connected to a lever. The last alive Hunter should pull it, so demons wouldn't reach the surface.
 
***DoubleBonus: When the hunt starts, open the main enterance to your fortress. Also make some kind of fortress-destruction mechanism connected to a lever. The last alive Hunter should pull it, so demons wouldn't reach the surface.
 
****Or would they?..
 
****Or would they?..
*Optional: If the Hunter(s) survive for a period (season, year etc.), close the Hell with [[drawbridge]] and give the Hunters some kind of award. Also they're now supposed to be True Men.
+
*Optional: If the Hunter(s) survive for a period (season, year etc.), close Hell with [[bridge]] and give the Hunters some kind of award. Also they're now supposed to be True Men.
  
 
==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?
 +
 +
===Orzammar===
 +
*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.
 +
*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.
 +
*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.
 +
*ORZAMMAR BONUS: build a 'proving ground' for fighting, complete with seats for all the dwarves in the city.
 +
*build a deep road over the caverns, then break it and face the eternal wrath of the caverns.
 +
**MEGADWARFBONUS: build the road over hell instead, and face the eternal wrath of the underworld.
 +
***MEGAMODDERBONUS: mod in an anvil of the void, which can turn dwarves int huge golems which don't need to eat or sleep. Use them to fight off the eternal forces of demons/crundles.
 +
*Have all dwarves who do something amazing become 'paragons' and get turned from their old caste into a member of the noble caste.
 +
*have huge lavafalls to light up the city.
 +
*Become the mountainhome at some point
 +
*build a huge hall of heroes at the front gate full of statues of paragons, kings and queens.
  
 
===Bandit Camp===
 
===Bandit Camp===
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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.
+
* BONUS: Construct a large sickle-hammer at the fortress entrance to show the regime.
  
===Hermit===
+
===Hermit/age===
* Spend points ONLY on ONE [[Pick]]
+
* Spend points ONLY on ONE [[pick]].
  
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.
+
A well known and popular challenge. Kill off or expel 6 of the starting dwarves and any [[immigrant]]s 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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==="Let Slip the Dogs of War"===
 
==="Let Slip the Dogs of War"===
* No military Dwarves are permitted, including Fortress Guard.
+
* No military dwarves are permitted, including the [[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.
 
* War dogs must be your only form of attack and defense.
 
* War dogs must be your only form of attack and defense.
** 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.
* D'ont forget to cry "Havoc!".
+
* Don't forget to cry "Havoc!".
  
 
===28 Drinks Later===
 
===28 Drinks Later===
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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===
+
===Master of One===
 
Pre-Embark:
 
Pre-Embark:
 
* All starting dwarves must have only one skill
 
* All starting dwarves must have only one skill
Line 325: Line 372:
 
*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===
+
===Urist of All Trades, Master of None===
Opposite of "Master Of One" above.<br><br>
+
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).
Line 352: Line 399:
 
'''Variants'''
 
'''Variants'''
 
* Embark with no construction materials, into an area devoid of trees.
 
* Embark with no construction materials, into an area devoid of trees.
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.
+
* Construct a fortress made entirely out of glass. Try not using magma, or limit yourself only to clear and crystal glass.
 
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.
 
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.
 
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice "Economical".
 
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice "Economical".
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* Bonus: Use this Christmas-themed tileset: [[User:Sphr/gfx set#Christmas_Special_2007]]
 
* Bonus: Use this Christmas-themed tileset: [[User:Sphr/gfx set#Christmas_Special_2007]]
 
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.
 
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.
 +
* Bonus: Capture a male and female reindeer and begin a breeding program.  Create a pen/pasture with your eight current "chosen" ones.
 
* Mega Bonus: Use [[Olivine]], [[Serpentine]], [[Bauxite]], [[Kaolinite]], [[Cinnabar]], [[Petrified wood]], [[Realgar]], (red and green) to build your fortress.
 
* 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.
 
* Dwarven Spirit Bonus: Edit the raws to embark with [[elves]]. Utilize elf labor to craft your toys.
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* One dedicated Butcher+Tanner
 
* One dedicated Butcher+Tanner
 
* Minimal supplies and skills, so you can bring...
 
* Minimal supplies and skills, so you can bring...
* As many puppies and kittens you can afford
+
* As many puppies and kittens as you can afford
 
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden
 
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden
  
 
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.
 +
BONUS: Embark in an evil region.
  
===The Night's watch===
+
===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.
+
* 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.
* 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 are they assigned to some group and start to be somewhat useful
 
* 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
 +
* GAMEOFTHRONUS: Rebuild Castle Black and have everything within the castle.
  
 
===The World is Flat===
 
===The World is Flat===
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** 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: 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
+
* BONUS: Live underground in the caverns. Create their little huts out of rock and mushroom wood.
  
 
===Cave Men===
 
===Cave Men===
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*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!
 
*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.
 
*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.
+
*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.
*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.
+
*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: 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: 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.
+
*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.  
 
**Chop down enough trees to piss off the elves every once in a while.  
 
**Chop down enough trees to piss off the elves every once in a while.  
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=== Dwarven Prison ===
 
=== Dwarven Prison ===
Faced with rising 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.
+
Faced with rising 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
 
* Only your initial 7 dwarves may do any work
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* It won't take long until a few inmates start to [[strange mood|go insane]] from sensory deprivation. Too bad for them.
 
* 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
 
*BONUS: build a lever for mad dwarves to commit suicide by cave-in
*SUPERBONUS: Have on of your dwarves escape the prison through a tunnel hidden by an engraving
+
*SUPERBONUS: Have one of your dwarves escape the prison through a tunnel hidden by an engraving
 
*SUPERMEGABONUS: Make the escaped dwarf a legendary Bookkeeper and Stonecrafter.
 
*SUPERMEGABONUS: Make the escaped dwarf a legendary Bookkeeper and Stonecrafter.
  
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*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
 
*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.   
+
**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 advisors (anyone who comes with him)
+
***MEGABONUS: when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisors (anyone who comes with him)
  
 
===Steve Jackson's Dwarfanoia===
 
===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
+
*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.  
 
** 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)
 
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)
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===Paladins===
 
===Paladins===
* decide which dwarves are paladins and which are support -- paladins refuse to work and support may not fight
+
* 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
+
* Embark to an evil (preferably terrifying) locale
* nothing evil may live
+
* 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.
+
** 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 - include trees
** bonus - all non-good
+
** Bonus - all non-good
** bonus - all non-dwarf
+
** Bonus - all non-dwarf
** bonus - all non-controlled dwarf
+
** Bonus - all non-controlled dwarf
** ultra-bonus - all non-related to the 7 first dwarves
+
** ULTRA-bonus - all non-related to the 7 first dwarves
* no profit may be made from anything evil -- that includes trees and plants.
+
* No profit may be made from anything evil -- that includes trees and plants.
* if all paladins die, end your game -- the other dwarves have no purpose there and will leave/ commit suicide
+
* If all paladins die, end your game -- the other dwarves have no purpose there and will leave/ commit suicide
* how long will you survive?
+
* How long will you survive?
  
 
===Survivor Dwarves===
 
===Survivor Dwarves===
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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 its basilicas and plazas.
+
*Building next to a river-side, carve out canals and make a picture-perfect replica of Venice, down to its basilicas and plazas.
 
*Make sure to have an expansive glass industry.
 
*Make sure to have an expansive glass industry.
  
* Bonus: make models of other famous historical-era cities.
+
* Bonus: make models of other famous historical-era cities.
  
 
===Dwarf Hoarder Challenge===
 
===Dwarf Hoarder Challenge===
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Step 5: Do what you did in step two, but underground!
 
Step 5: Do what you did in step two, but underground!
  
Step 6: Install over complicated, dwarfy defenses to your underground stockpile.
+
Step 6: Install over-complicated, dwarfy defenses to your underground stockpile.
  
 
Step 7: Continue until the King or Queen arrives.
 
Step 7: Continue until the King or Queen arrives.
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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 dwarfs survives, after possibly killing every other founder, so you must fight the berserk HoardLord to get the fortune!
+
*BONUS: Make sure one of the founding dwarves 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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* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.
 
* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.
 
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).
 
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).
* Unskilled Peasant immigrants and dwarven children who grow up may be assigned ONE labor. You can only do this right when they show/grow up, so check the population on your status screen to see what jobs your fortress is lacking, and choose carefully. If you play without this variation, your Peasants are destined to be nothing more than haulers/cleaners (and harvesters if you have "all dwarves harvest" enabled in the .ini), or deadbeat welfare bums if you disabled their labors for some reason.
+
* Unskilled Peasant immigrants and dwarven children who grow up may be assigned ONE labor. You can only do this right when they show/grow up, so check the population on your status screen to see what jobs your fortress is lacking, and choose carefully. If you play without this variation, your Peasants are destined to be nothing more than haulers/cleaners (and harvesters if you have the "all dwarves harvest" standing [[order]] enabled), or deadbeat welfare bums if you disabled their labors for some reason.