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{{migrated article}}
 
 
{{av}}
 
{{av}}
{{Quality|Unrated}}
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{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}
  
 
The following is a list of [[challenge]]s relating to playstyle.
 
The following is a list of [[challenge]]s relating to playstyle.
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* 1 copper ore
 
* 1 copper ore
  
Nothing else. From that alone, forge your axe and pick.  Real dwarves won't need to peek...
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Nothing else. From that alone, forge your pick and axe.  Real dwarves won't need to peek...
  
 
{{Spoil small|
 
{{Spoil small|
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... and proceed as normal.|Step-by-step}}
 
... 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.)
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===Peasantry===
 +
* Spend 0 Points on embark
  
As an additional challenge, don't spend any points on skills.
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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 can make things worse for yourself by swapping the ore for a fire-safe block.  Raze other civilizations, and hope that you get metals.
+
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). You don't need a trade depot if ''something'' happens to a caravan that carries a pick.
 
 
===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.
 
 
 
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.
 
 
 
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.
 
 
 
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==
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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.
 
HippieBonus: Mod in cannabis
 
  
 
For an extra challenge try this in an area with a cave.
 
For an extra challenge try this in an area with a cave.
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* 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 large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
+
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts.  
  
 
===Humans - Living Large and Standing Tall===
 
===Humans - Living Large and Standing Tall===
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=== Kill demons ===
 
=== Kill demons ===
Try to kill as many [[demon]]s as possible. Use siege-engines and fortifications. Remember that collapsing caves (use supports) kills everything.
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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.
  
*RipandTearBonus: Mod in Doomguy and/or a BFG.
+
===Eskimo===
 
+
Live like the Eskimo! Only try if you are an expert
===Frozen North===
 
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 away all male dwarves, kids are allowed until they grow up.
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*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.
 
*BONUS: military use only bows and spears.
 
*BONUS: military use only bows and spears.
*MRA Bonus: Do the same but with women instead
+
*DOESTHISMAKEITOFFENSIVE Bonus: Do the same but with women instead
  
 
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.
 
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!
 
*Bonus: Kill asexual dwarves too.
 
  
 
===Dwemer City-State===
 
===Dwemer City-State===
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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 sentients butcherable, cause a food shortage and attempt to recreate the Donner Party.
+
*Modding BONUS: Mod the raws to make sentinents 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.
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===Aliens vs Predator===
 
===Aliens vs Predator===
Raise a civilization just to hunt [[demon]]s.
+
Rise 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.
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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 entrance to show the regime.
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* BONUS: Construct a large sickle-hammer at the fortress enterance to show the regime.
  
===Hermit/age===
+
===Hermit===
* Spend points ONLY on ONE [[pick]].
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* Spend points ONLY on ONE [[Pick]]
  
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.
+
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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==="Let Slip the Dogs of War"===
 
==="Let Slip the Dogs of War"===
* No military dwarves are permitted, including the [[Fortress guard]].
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* 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.
 
* 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.
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** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.
 
* Don't forget to cry "Havoc!".
 
* Don't forget to cry "Havoc!".
  
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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 as you can afford
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* As many puppies and kittens 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
  
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* 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.
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* GAMEOFTHRONESBONUS: 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 their little huts out of rock and mushroom wood.
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* BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms
  
 
===Cave Men===
 
===Cave Men===
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* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles).
 
* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles).
 
* Coins are forbidden.
 
* Coins are forbidden.
* Be aware that nobles are to be considered part of the "bourgeoisie" and are to be [[Unfortunate accident|dealt with]] immediately.
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* Be aware that nobles are to be considered part of the "bourgeoisie" and [[Unfortunate accident|dealt with]] immediately.
 
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.
 
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.
 
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.
 
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.
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* Building city walls is considered weak and cowardly.  
 
* Building city walls is considered weak and cowardly.  
 
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.
 
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society], and see Bret Devereaux's series [https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/ This. Isn't. Sparta].
+
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].
  
 
===Xenophobia===
 
===Xenophobia===
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*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.
 
*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.
 
*Any dwarf that has any relation to any noble must be executed.  
 
*Any dwarf that has any relation to any noble must be executed.  
*Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.
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* Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.
  
 
===Specialized economy===
 
===Specialized economy===
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===Becoming the abomination you sought to kill===
 
===Becoming the abomination you sought to kill===
  
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the fortress but none of them actually KNOWS the others are pursuing the same goal undetected!
+
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the forteress but none of them actually KNOWS the other are pursuing the same goal undetected!
  
 
Here is a typical set of laws:
 
Here is a typical set of laws:
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-No magical materials (nothing above steel)
 
-No magical materials (nothing above steel)
  
-Fortress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the "glorious death defeating the dragon by any means necessary" plan). Did I mention the alcohol restrictions turns dwarf insane?
+
-Forteress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the "glorious death defeating the dragon by any means necessary" plan). Did I mention the alcohol restrictions turns dwarf insane?
  
 
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONSCIOUS is untrustworthy...
 
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONSCIOUS is untrustworthy...
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Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently.
 
Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently.
  
Success is achieved by one criteria only: at the death of the fortress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to "win".
+
Success is achieved by one criteria only: at the death of the forteress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to "win".
  
 
=== Dwarves need magma===
 
=== Dwarves need magma===
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Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like, place them in one room. Outside each room, place racks of high-quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, let them all loose. Watch the [[Fun]].
+
Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like,place them in one room. Outside each room place racks of high quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, Let them all loose. Watch the [[Fun]].
  
Bonus: Rig up traps so when other dwarves rush into combat, the area becomes filled with deadly creatures and traps.
+
Bonus: Rig up traps so when othere dwarves rush into combat, the area becomes filled with deadly creatures and traps.
  
 
===The Hive===
 
===The Hive===
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**Dwarf Therapist helps with this.
 
**Dwarf Therapist helps with this.
 
**Hunting and fishing are optional.
 
**Hunting and fishing are optional.
*The endgoal is to make a fully functioning "beehive" -like fortress, All rooms inside the hive must be the same size.
+
*The endgoal is to make a fully functioning "bee hive" like fortress, All rooms inside the hive must be the same size.
 
*The hive must be suspended in the sky like below (scale is your choice)
 
*The hive must be suspended in the sky like below (scale is your choice)
 
**BONUS: Suspend it over a volcano.
 
**BONUS: Suspend it over a volcano.
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* "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them.
 
* "Summon" caravans at the beginning of each season by performing rituals around trade depot: order your dwarves to drag pack animals back and forth and militia to parade along them.
 
* Build shrines in the names of [[outpost liaison]] and foreign diplomats.
 
* Build shrines in the names of [[outpost liaison]] and foreign diplomats.
 
===Yirkish fort===
 
 
* Real elartians hate nature. Burn forests, kill animals and drain fish ponds.
 
** BONUS: Real elartians hate other species. No pets, no caravans!
 
*** MEGABONUS: Real elartians are squeamish about making wooden things. Drop the logs in magma. As a last resort, make some charcoal.
 
 
* Real elartians not wear clothes, but only wear pouch. Take all the clothes off your dwarves, you can only wear a quiver, flask and backpack.
 
** Reduced difficulty: Doorfs aren't exactly elartics, they don't have natural shells. So you can wear armour but not leather, only bone and metal.
 
 
* The children of elarthk don't live off the adults, they're fighting a war to survive for the right to grow up. Lock the kids in a miasma dumpster. Dump them in water and plump helmet. Only those who have fallen into the tantrum and killed a few, or those who have fallen into a strange mood, should be released.
 
** BONUS: Add traps in there for even more race cleaning.
 
*** MEGABONUS: Through DFhack, make the corpses of the dwarves edible. And feed the adult fortress with the corpses of unlucky children.
 
**** ULTRABONUS: Feed the adults ONLY the corpses of children.
 
 
* Real elartians eat corpses, so no graveyards or tombs.
 
* All you can farm is a plump helmet to feed your kids. Adults should only eat meat. Other underground plants are for alcohol only.
 
 
* Real elartians don't make beds, they sleep on chests and boxes. Make a dormitory right in the warehouse.
 
* Real elartians hate the gods and dream of killing them. Don't build temples. Intentionally dig into [[Demon|HFS]]. Run raids on angels.
 
* ULTRABONUS: If the fortress survives, send a mechanic with one crossbow and a quiver of bolts to raid on humans. The Dwarves need their own Yirk. Or you could start as adventurer Yirk.
 
 
===The Combine===
 
 
*During embark choose biggest embark location size you can get. Remember that you can use U, M, K, and H to resize the embark location.
 
 
*Build the fortress on surface in anyway or shape you like.
 
 
*When you have decent size fortress population (50 to 100) stop any dwarf reproduction, divide male dwarves into two groups - workers and military. All females by default in worker groups.
 
Workers have all jobs enabled.
 
 
*Strip and throw away anything your dwarves don't need in their line of work and survival. That means valuables, personal belongings etc.
 
**BONUS: After that any worker dwarf that has valuables or belongings is executed on spot. Valuables or belongings of military dwarves just thrown away. Only Expedition Leader can have limited amount of personal belongings and valuables.
 
 
*Recreation is prohibited. Expedition Leader has limited access to recreation.
 
 
*From this point forward your goal is to secure everything that is useful to your survival and throw away everything that is not. But first you have to expand your fortress on surface, build walls around your fortress, have guard posts around edges.
 
**BONUS: Anything you secure you have to use immediately - no stockpiling. Unless it's weapons, ammo, armor, tools, medicine and food.
 
 
*Any crime is dealt with by capital punishment.
 
**BONUS: Divide your workers into several burrows and have them moved from one burrow to another at regular intervals.
 
***MEGABONUS: Dwarf reproduction is a crime. Any result form that is destroyed along with parents and their relatives.
 
****ULTRABONUS: Feed your workers with simple meals while military dwarfs with decent or excellent meals.
 
*****MEGABONUS: Dead soldier = their family execution
 
******MAGMABONUS: Build huge citadel in the center of your fortress where all military and expedition leader will live and be dispatched.
 
 
*Do not trade with anyone but dwarves. Caravan from any other race is to be destroyed on spot.
 
 
**GENERAL BONUS: Turn anything outside of your fortress walls into barren wasteland
 
***GENERAL MEGABONUS: Have 10 layers 4x4 closed off pit inside your citadel - strip corpses of anything useful and throw them there. Only specific set of dwarves can be tasked with corpse disposal.
 

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