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Editing v0.31:Megaprojects
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− | Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where | + | Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious. |
===Aqueducts=== | ===Aqueducts=== | ||
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high! | For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high! | ||
− | + | BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it! | |
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===Biodome=== | ===Biodome=== | ||
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Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress. | Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress. | ||
− | + | BONUS: Make the statues spit lava. | |
===Castle=== | ===Castle=== | ||
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===Ceremonial Sacrifices=== | ===Ceremonial Sacrifices=== | ||
− | Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm | + | Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device. |
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it. | Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it. | ||
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===Computing=== | ===Computing=== | ||
− | Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at | + | Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}. |
===Colosseum=== | ===Colosseum=== | ||
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===Crematory Fortress=== | ===Crematory Fortress=== | ||
− | * Requires a | + | * Requires a {{L|magma pipe}} and {{L|bauxite}}. |
− | Build a temple structure above a | + | Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface. The temple should be as opulent as possible. In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it. Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}. |
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards. | ::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards. | ||
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::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. | ::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. | ||
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access. | ::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access. | ||
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===Doomsday Clock=== | ===Doomsday Clock=== | ||
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*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved) | *Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved) | ||
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively). | *Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively). | ||
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===Dwarf like an Egyptian=== | ===Dwarf like an Egyptian=== | ||
*Build a pyramid of epic proportion. | *Build a pyramid of epic proportion. | ||
− | Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different | + | Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground. |
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*Build rows of Obelisks | *Build rows of Obelisks | ||
− | + | Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops. | |
*Build the whole thing upside down. | *Build the whole thing upside down. | ||
** And then another one on the upside-down one. | ** And then another one on the upside-down one. | ||
− | + | *When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts. | |
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− | * When the time has come, or when your fortress is about to be destroyed by a siege | ||
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===Graveyard Master=== | ===Graveyard Master=== | ||
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*Tombs must have all its surfaces engraved. | *Tombs must have all its surfaces engraved. | ||
*Tomb must contain at least 4 statues. | *Tomb must contain at least 4 statues. | ||
− | *Once complete, the door must be | + | *Once complete, the door must be locked and the tomb must not be ever entered again. |
===How high can you go?=== | ===How high can you go?=== | ||
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===Land battleship=== | ===Land battleship=== | ||
− | Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it. | + | Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it. |
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot) | *Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot) | ||
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**Bonus: Find a way to let them fight each other in a naval battle | **Bonus: Find a way to let them fight each other in a naval battle | ||
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters ! | *Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters ! | ||
− | *Bonus: Rebuild | + | *Bonus: Rebuild Noas Arc: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARC DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! |
− | *Mega Bonus: | + | *Mega Bonus: After building your Ship(s), flood the surrounding countryside. |
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===Moria=== | ===Moria=== | ||
− | Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma | + | Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm. |
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit). | When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit). | ||
− | bonus - cast the walls of the hall out of | + | bonus - cast the walls of the hall out of obsidion using water and magma |
===Mountain audit/core sample=== | ===Mountain audit/core sample=== | ||
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===Santa Claus=== | ===Santa Claus=== | ||
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world. | Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world. | ||
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===Skull collector=== | ===Skull collector=== | ||
What proves the might of a civilization better than a hall full of skulls? | What proves the might of a civilization better than a hall full of skulls? | ||
− | *Try to collect as many skulls as you can during your fortress life, and put | + | *Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better. |
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+ | BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. | ||
SUPERBONUS: Also fill the throne room with kittens. | SUPERBONUS: Also fill the throne room with kittens. | ||
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Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years. | Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years. | ||
− | *BONUS: Use exploding | + | *BONUS: Use exploding {{L|booze}} as ignitable fuel. |
− | *BONUS: Make a removable | + | *BONUS: Make a removable {{L|ramp}} for boarding. |
− | *BONUS: Make the | + | *BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps. |
− | *BONUS+: Make it totally self sufficient. (Make an internal system which pumps the | + | *BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.) |
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)'' | *Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)'' | ||
− | *BONUS+: Make it all out of | + | *BONUS+: Make it all out of {{L|steel}}. |
− | *[[fun|FUN]]: Let it be held by a single | + | *[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it "fly". |
*EVEN BETTER: Drop it down a chasm. | *EVEN BETTER: Drop it down a chasm. | ||
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series]) | *More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series]) | ||
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===Swiss Precision=== | ===Swiss Precision=== | ||
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*If the clock has a mechanical effect in the fortress proper to announce new days | *If the clock has a mechanical effect in the fortress proper to announce new days | ||
*If the clock creates seasonally appropriate effects at the change of months and/or seasons. | *If the clock creates seasonally appropriate effects at the change of months and/or seasons. | ||
− | *If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the <s>blast doors</s> <s>floodgates</ | + | *If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the <s>blast doors</s> <s>floodgates</s> Magma Channels in time for merchants, etc...). |
*If the clock governs the schedule of a working rail station (which is always on time). (Definitions of 'working' and 'rail station' are subject to player imagination). | *If the clock governs the schedule of a working rail station (which is always on time). (Definitions of 'working' and 'rail station' are subject to player imagination). | ||
*If the clock takes measures to protect itself. ''"I can't let you do that, Urist."'' | *If the clock takes measures to protect itself. ''"I can't let you do that, Urist."'' | ||
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===Temple=== | ===Temple=== | ||
− | Designing a temple to | + | Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}. |
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===The cube=== | ===The cube=== | ||
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*Bonus: Do multiple story maze (3d-maze) | *Bonus: Do multiple story maze (3d-maze) | ||
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit. | *Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit. | ||
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===The great brewery=== | ===The great brewery=== | ||
− | Disaster has struck the kingdom. A strangely glowing | + | Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping — create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year. |
* BONUS: Create a working sprinkler system to douse any fires that might occur. | * BONUS: Create a working sprinkler system to douse any fires that might occur. | ||
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* BONUS: Build one gate | * BONUS: Build one gate | ||
* BONUS: Arm it with ballistas. | * BONUS: Arm it with ballistas. | ||
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===The Monolith=== | ===The Monolith=== | ||
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Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like. | Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like. | ||
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of. | * Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of. | ||
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===Underwater fortress=== | ===Underwater fortress=== | ||
− | Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all | + | Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress. |
* Bonus: Build all water-touching walls/roof in clear glass! | * Bonus: Build all water-touching walls/roof in clear glass! | ||
− | * Bonus: Use | + | * Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])! |
− | * Bonus: Build it in the | + | * Bonus: Build it in the {{L|ocean}} or a non-freezing lake |
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* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water. | * Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water. | ||
* Bonus: Have a mechanism for dropping your enemies into the water to drown! Or fill the water with carp. | * Bonus: Have a mechanism for dropping your enemies into the water to drown! Or fill the water with carp. | ||
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* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry. | * Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry. | ||
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock] | * Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock] | ||
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===Wealth=== | ===Wealth=== | ||
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years. | The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years. | ||
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===World Domination=== | ===World Domination=== | ||
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You will receive bonus points for making a more realistic World Domination setup. Some suggestions: | You will receive bonus points for making a more realistic World Domination setup. Some suggestions: | ||
− | * Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort | + | * Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort. |
* Impractical, overkill solutions to everyday problems ("Sir, the dungeon master wants a better room" "Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.") | * Impractical, overkill solutions to everyday problems ("Sir, the dungeon master wants a better room" "Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.") | ||
− | * Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles | + | * Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles. |
* Have a science lab. Use living creatures and people as test subjects. | * Have a science lab. Use living creatures and people as test subjects. | ||
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* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens. | * Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens. | ||
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years. | * Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years. | ||
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<!-- feel free to add your own ideas for doomsday devices to this list --> | <!-- feel free to add your own ideas for doomsday devices to this list --> | ||
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=== City of Ember === | === City of Ember === | ||
− | Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book | + | Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground! |
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers. | # Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers. | ||
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking. | # You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking. | ||
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BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent. | BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent. | ||
− | === | + | ===Above-Ground Fortress=== |
+ | |||
+ | Live like a human! | ||
− | # | + | # Build all of your building above ground |
− | # | + | # Build each building (or section of one) out of the same materials or... |
− | + | ||
− | + | Bonus: Create pixel art from the colors of the stones! | |
+ | Bonus: Try to build all freestanding structures | ||
===Pull A Boatmurdered=== | ===Pull A Boatmurdered=== | ||
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# Flood the entire map with water or lava | # Flood the entire map with water or lava | ||
− | # | + | # Mabye both and have an obsidian farm in the center |
# Pump all lava resources to the surface and watch it burn! | # Pump all lava resources to the surface and watch it burn! | ||
− | #Most famously employed in [[ | + | #Most famously employed in [[Boatmurdered]]. |
===Hippie Exterminator=== | ===Hippie Exterminator=== | ||
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Much like trees, better water those elves. | Much like trees, better water those elves. | ||
− | # It's a gigantic drowning chamber for [[ | + | # It's a gigantic drowning chamber for [[Elves]]. |
# Construct a very long wall all the way around an Elf-village | # Construct a very long wall all the way around an Elf-village | ||
# Build a floor on top, sealing them in | # Build a floor on top, sealing them in | ||
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# Really processor intensive! Not for calculators! | # Really processor intensive! Not for calculators! | ||
− | # At nothing else, at least | + | # At nothing else, at least buildi the box around your Trade Depot, and flood it when Elves are inside. |
# Drainage can be done with a [[floodgate]] to release the water from the depot. | # Drainage can be done with a [[floodgate]] to release the water from the depot. | ||
===Dwarven Arcology=== | ===Dwarven Arcology=== | ||
− | # Build your entire fortress above ground in one structure. | + | # Build your entire fortress above ground in one singluar structure. |
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. | # A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. | ||
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. | # On the ground floor, grow above-ground plants and carve fortifications into all the walls. | ||
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# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. | # The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. | ||
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness. | Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness. | ||
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