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Difference between revisions of "v0.31:Challenges"

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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 [[40d:door|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 [[40d:door|door]]s and can lock everyone in, but after that it is every dwarf for him/herself!
  
This challenge may be easier to perform after Burrows are implemented.
+
Burrows are very useful for this.
  
 
===Dwarftopia===
 
===Dwarftopia===

Revision as of 07:31, 8 April 2010

This article is about an older version of DF.

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?

Bandit Camp

  • Three or more Marksdwarves (perhaps with ambushing)
  • Embark site featuring places to hide

Attack and loot every enemy sentient creature you can find, such as goblins & kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.

City-States

  • All dwarves embark as peasants
  • 7 or multiple of 7 of everything you bring (especially picks and axes)

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 doors and can lock everyone in, but after that it is every dwarf for him/herself!

Burrows are very useful for this.

Dwarftopia

  • Find a place that has at least magma, preferably with and underground river and/or chasm too; everything a fully self-sufficient underground city need.
  • Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.
  • Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.
    • BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.
  • Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).
  • DO NOT UNDER ANY CIRCUMSTANCES let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.
    • 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.

Equaland

  • No embark requirements
  • Construct a successful fortress
  • All dwarves are given equal attention regarding quarters, dining, armament and burial
  • 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

Hermit

  • Spend points ONLY on ONE Pick

A well known and popular challenge. Kill off 6 starting dwarves and any 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 To moderate difficulty, feel free to allow these exceptions:

  • Keep one male and one female dwarf as the Dwarven Adam and Eve.
  • Keep your starting seven, but no immigrants.
  • Selectively admit dwarves based on name, profession, etc.
  • Embark with an anvil as well.

Hunting Party

  • One Marksman+Ambusher
  • One Cook+Farmer
  • One Brewer+Farmer
  • Four exclusively social dwarves
  • Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)

Immigration and customs enforcement

  • One miner/mason/architect
  • One woodcutter/carpenter/architect
  • Five military dwarves
  • Embark into a canyon or on a road
  • Don't embark with an anvil

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"

  • No military Dwarves are permitted, including Fortress Guard.
  • 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.
    • Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.

28 Days 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.
  • Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the Blood God. 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.
  • 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.

Remember Elves can not be trusted and should be treated as infectees, and should be Dwarven atom smashed(Magma and Chasms work equally well).(Note this is also true for normal Dwarf Fortress).

    • Elf skin clothing anyone?
  • Keep a diary from one of the characters perspectives, to be read when the world is repopulated.

Master Of One

Pre-Embark:

  • All starting dwarves must have only one skill

Post-Embark:

  • No changes are allowed on any dwarf's labor screen, except to disable hauling labors (enabling hauling is forbidden)
  • All immigrants must stay with the profession(s) they arrive with
  • All peasants must be activated into the military

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.

Monarch with a grudge

  • Forbid any and all use of stone and metal
  • No exposed tile may be labeled "Underground"
  • Artifacts containing stone and metal are to be destroyed utterly (magma or the DAS)

"Nay, no ponderous stone doors or shining silver arcades, not while I live!" The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.

Variants

  • 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.
  • 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".
  • Bonus points: Stone is forbidden along with digging

Noblesse requiro

  • Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)
  • Criminals who deserve justice should be incarcerated, tortured, and executed for any offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.
  • All Nobles must be treated to the highest quality living conditions
  • All others must be treated to the bare minimum needed to physically keep them alive
  • Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice

Sitting on trees

  • Construct a wooden "tree" or several, spanning many (a dozen or so) z-levels
  • Establish a successful fortress not inside, but around, these constructed trees

Stop, Hey, What's that Sound

  • (Optionally) Generate a world with abundant cave systems
  • Establish a fort near a very large cave
  • Imitate the role of "Angband", leading small parties inside on military excursions
  • No more than 3 dwarves can enter at a time
  • Siege equipment and other weapons (or dangerous contraptions) that a dwarf can't carry on him is forbidden when cave-exploring

Variants

  • Only solo adventurers are allowed to enter the dungeon
  • Only use 'Thieves' to steal loot and create traps inside the dungeon

The Mad Butcher

  • One dedicated Butcher+Tanner
  • Minimal supplies and skills, so you can bring...
  • As many puppies and kittens you can afford
  • 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.

The World is Flat

  • No pre-embark requirements
  • You'll probably want a region with lots of hills/mountains.
  • 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

"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

Pre-Embark (World-Gen)

  • Try creating a world in year 1 (optional)

Post-Embark

  • Everything allowed except Farming.

Bonus

  • Embark in a desert, so only hunting and (aquifier) fishing.
    • Extra Points: Dont fish in the aquifier. 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.
      • Extended version: Fill the pyramid with magma!
    • Create lines like the Nazca to honour Armok, so he will send some rain (maybe).