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Difference between revisions of "v0.31:Challenges"
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− | {{Quality| | + | {{Quality|Exceptional}} |
+ | ==Pre-Embark Build Ideas== | ||
+ | Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges. | ||
+ | |||
+ | === Diplomacy === | ||
+ | * Six dwarves with only social [[skill]]s | ||
+ | * One skilled dwarf | ||
+ | |||
+ | Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them. | ||
+ | |||
+ | === Minimalist/Survivalist build=== | ||
+ | |||
+ | * 1 anvil | ||
+ | * 2 copper ore | ||
+ | * 1 ash (or stone) | ||
+ | |||
+ | Nothing else. From that alone, forge your pick and axe. (Figure it out yourself, or see the [[40d:DIY#Minimalist_challenge_build|40d Do it Yourself]] article for a step-by-step "how to".) | ||
+ | |||
+ | Alternatively, drop the second copper ore and use a wooden axe for your woodcutting needs. | ||
+ | |||
+ | ===Peasantry=== | ||
+ | * Spend 0 Points on embark | ||
+ | |||
+ | This challenge is moderately to very difficult, depending on the wildlife and outdoor food sources. Note that the three logs from the wagon are just enough to build a trade depot. | ||
+ | |||
+ | Sadly, the wooden axes of v0.31 make this challenge remarkably easy. All you end up with is a fort that decided not to dig until the first caravan. Of course, you could just choose not to use wooden axes (on the honor system, naturally). | ||
+ | |||
+ | ===Race Against the Clock=== | ||
+ | * Spend all embark points on [[cat]]s; 50/50 male and female | ||
+ | |||
+ | A variant of Peasantry: can you slaughter enough cats to prevent the [[catsplosion]] while eeking out your pitiful livelihood? | ||
+ | |||
+ | === Stranded Scout Squad === | ||
+ | * Military skills | ||
+ | * Weapons, ammunition, armor, war dogs | ||
+ | * Picks are not weapons | ||
+ | |||
+ | Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts. | ||
+ | |||
+ | ==Races== | ||
+ | Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it. | ||
+ | |||
+ | ===Elves - The Ultimate Hippy Challenge=== | ||
+ | Peace, man. | ||
+ | * Don't gather plants except those you plant yourself. | ||
+ | * Don't gather wood nor trade for it with humans or dwarves. | ||
+ | * Trade for plants and wood only with the elves; they understand your environmental code. | ||
+ | * Don't burn any [[fuel|coal]]. Do you know what that does to the environment, man? | ||
+ | **Magma-smelting is an option, but steel can't be had. | ||
+ | * Don't cause any creature's death, except in self-defense. | ||
+ | **No military, induced submerging, or lethal implementation of corkscrews. | ||
+ | * Only use cage traps, and either tame the creatures you catch, or release them back into the wild. | ||
+ | * [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building). | ||
+ | |||
+ | Bonus: Declare war on human and dwarven caravans that try to trade you wooden items. | ||
+ | |||
+ | For an extra challenge try this in an area with a cave. | ||
+ | |||
+ | ===Hobbitton=== | ||
+ | Forget about deep-delving adventures and armoursmithing. You're playing hobbits. | ||
+ | |||
+ | * You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort. | ||
+ | ** Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all. | ||
+ | ** One family per hobbit-hole, though that may include the help. No underground connections between holes, either. | ||
+ | ** Walls are to be lined with blocks of good polished wood, or clay bricks. Floors can be surfaced in stone or wood. | ||
+ | ** Don't forget your glass skylights and brick chimneys over the kitchen! While you're at it, how about a greenhouse for those exotic plants? | ||
+ | |||
+ | * Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals and avoid industrial mining. | ||
+ | |||
+ | * Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill. | ||
+ | |||
+ | * Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts. | ||
+ | |||
+ | |||
+ | ===Humans - Living Large and Standing Tall=== | ||
+ | Pretend you're a filthy above-ground dwelling [[Human|human]]. | ||
+ | * Build a town wall. | ||
+ | ** Only hovels and farms outside the town walls. | ||
+ | * House your dwarves in small town homes | ||
+ | ** 5-10 dwarves per house (they had pretty big families back in the day) | ||
+ | ** Upstairs bedrooms, small dining room, maybe a single level basement. | ||
+ | * House your workshops according to profession, not convenience. | ||
+ | * Build warehouses for stockpiles, and set guards outside them. | ||
+ | * Create a keep, with its own wall, barracks, treasury, etc. | ||
+ | ** House your nobles within the keep. | ||
+ | * Create a market square. | ||
+ | * Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must. | ||
+ | * No underground connections between different areas. | ||
+ | * For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa. | ||
+ | ** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation. | ||
+ | ** Or better than that, create an open pit mine / quarry, with ramps to access lower floors. | ||
+ | * BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations. | ||
+ | * BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented. | ||
+ | * BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc. | ||
+ | * BOUNS: Miniproject: Have a series of canals for transport. | ||
+ | * BONUS: Easy Play: Embark on top of a Human Town. | ||
+ | * BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. | ||
+ | * MEGABONUS: Build your entire fortress as [[mega construction|one huge arcology]]. | ||
+ | * MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that) | ||
+ | |||
+ | ==="Humans"=== | ||
+ | Make your dwarves pretend to be an ordinary, albeit short human village, to disguise the secret diggings below. Prepare to launch an invasion on the unsuspecting Big Folk. | ||
+ | |||
+ | * Embark as close to the human towns as possible. | ||
+ | * Construct a "manor house" to house your mayor and broker, with a stone-walled ground level containing office, dining room and kitchens, wood-block walls and windows above for the mayor's bedroom, and a large cellar with a discreetly concealed entrance to the Secret Fortress. | ||
+ | * Construct a walled village including a token number of shacks, barns and workshops, a mill and a blacksmiths' for that authentic touch. | ||
+ | * Surround the village with large fields, growing typical human crops. | ||
+ | * While all this is going on, excavate an extensive fortress underground, with a focus on a well-trained militia. If the map permits, build a secret training area for your army, perhaps hidden in the top of a large hill. | ||
+ | * Trade only raw crops to the human and elven caravans, in exchange for the minor needs of a human village. | ||
+ | * Lure the goblins underground before meeting them in battle - best to hide the evidence, you understand. | ||
+ | |||
+ | ===Luddite=== | ||
+ | Shun technology and contraptions. Who can really trust them, with all those [[Gremlin|gremlins]] running around? This may be challenging, as it |