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Difference between revisions of "v0.34:Challenges"

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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.
  
 
=== Minimalist/Survivalist build===
 
=== Minimalist/Survivalist build===
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* Build a smelter with 1 ash ''(a fire-safe "bar")''.
 
* Build a smelter with 1 ash ''(a fire-safe "bar")''.
 
* Smelt the nugget into 4 copper bars using 1 charcoal.
 
* Smelt the nugget into 4 copper bars using 1 charcoal.
* Deconstruct the smelter.
+
* Build a metalsmith's forge with 1 anvil and 1 copper bar.
* Build a metalsmith's forge with 1 anvil and 1 ash.
 
 
* 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.
 
* Chop some trees.
* Deconstruct forge, construct wood furnace.
+
* Construct a wood furnace with a copper bar.
 
* Make more charcoal.
 
* Make more charcoal.
* Deconstruct wood furnace, construct forge.
 
 
* Forge a pick.
 
* Forge a pick.
... and proceed as normal.
+
... and proceed as normal.|Step-by-step}}
 
 
You can save the time for the three deconstruction steps by building your forge
 
and the replacement wood furnace with one copper bar each. You will still have the
 
two bars required to forge your starting axe and pick, and can reclaim the constructed
 
copper bars later.|Step-by-step}}
 
 
 
Alternative: use 1 of the wagon logs to make a wooden practice axe, and use that to chop down more trees.  This saves some workshop deconstruction and reconstruction.
 
  
 
===Peasantry===
 
===Peasantry===
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* 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 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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As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!
 
As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!
 +
 +
===Intelligent Cats===
 +
Sure to be REALLY [[losing|FUN]]... add the {{token|INTELLIGENT|c}} token to cats using DFHack.
 +
 +
*UltimentInsaineWhatAreYouThinkingDwafBonus: Have a [[Catsplosion]] lead by an ancient [[Vampire]] [[Necromancer]] [[Cat]] [[King]].
  
 
==Utter Dwarfiness==
 
==Utter Dwarfiness==
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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).
 
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).
  
*BONUS: Make the two areas self-sufficent of each other, no resource-sharing.
+
*BONUS: Make the two areas self-sufficient of each other, no resource-sharing.
 
*BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.
 
*BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.
  
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*Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls.
 
*Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls.
*Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to [[Main:Armok|Armok]]. Remember, he loves Magma!
+
*Bonus: If you have "reason" to believe the migrants are [[noble|infected]], sacrifice them to [[Armok]]. Remember, he loves Magma!
 
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite. If they are wounded, they must be quarantined, and shall therefore die.
 
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite. If they are wounded, they must be quarantined, and shall therefore die.
*AdvancedPlay: Embark in a evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies.
+
*AdvancedPlay: Embark in an evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies.
 
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.
 
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.
 
***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.
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* Try to build at least 2 of every type of workshop, so if a moody dwarf claims one, other dwarves can still have a chance to try that kind of work.
 
* Try to build at least 2 of every type of workshop, so if a moody dwarf claims one, other dwarves can still have a chance to try that kind of work.
 
* BONUS: If any dwarf manages to become Legendary, disable the labor(s) associated with that skill. If one reaches Legendary in a weapon or other combat skill, discharge them from the military. You may re-enable the labor(s) (or re-enlist) ONLY if the skill rusts all the way back down to Novice.
 
* BONUS: If any dwarf manages to become Legendary, disable the labor(s) associated with that skill. If one reaches Legendary in a weapon or other combat skill, discharge them from the military. You may re-enable the labor(s) (or re-enlist) ONLY if the skill rusts all the way back down to Novice.
* SUPERBONUS: Set that skill threshold lower, (eg. Master, Expert) depending on your own masochism.
+
* SUPERBONUS: Set that skill threshold lower, (e.g. Master, Expert) depending on your own masochism.
  
 
===Monarch with a grudge===
 
===Monarch with a grudge===
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* Take at least 3 craftsdwarves to serve as Santa's Elves.  
 
* Take at least 3 craftsdwarves to serve as Santa's Elves.  
 
* Export as many toys as possible. These are your only permitted trade good.
 
* Export as many toys as possible. These are your only permitted trade good.
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/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.
 
* 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.
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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.
  
===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 they are assigned to some group and start to be somewhat useful
  
 
===The World is Flat===
 
===The World is Flat===
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Bonus
 
Bonus
 
* BONUS: Embark in a desert, so only hunting and (aquifer) fishing.
 
* BONUS: Embark in a desert, so only hunting and (aquifer) fishing.
** Extra Points: Dont fish in the aquifer. How could the turtles get there anyway?
+
** Extra Points: Don't fish in the aquifer. 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.
 
** 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!
 
*** Extended version: Fill the pyramid with magma!
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===Oh, The Humanity!===
 
===Oh, The Humanity!===
 
*Live like humans do.
 
*Live like humans do.
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other "addon" buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.
+
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc. should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other "addon" buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.
 
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.
 
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.
 
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.
 
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.
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* Only your initial 7 dwarves may do any work
 
* Only your initial 7 dwarves may do any work
* All immigrants are treated as inmates sentenced to life-long prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the glorious dwarven justice system?
+
* All immigrants are treated as inmates sentenced to lifelong prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the glorious dwarven justice system?
 
* Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.
 
* Every inmate is locked up in solitary confinement within his/her own <strike>bedroom</strike> cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.
 
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.
 
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.
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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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*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.
 
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.
 
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.
 
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there creatures lurking around every corner.
+
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there are creatures lurking around every corner.
 
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.
 
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.
 
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.
 
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.
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*Mega bonus -- have the computer give a sign to check happiness.  Press "v" if the first dwarf it finds is unhappy or had an unhappy thought kill them.
 
*Mega bonus -- have the computer give a sign to check happiness.  Press "v" if the first dwarf it finds is unhappy or had an unhappy thought kill them.
  
Notes: I think you have to mod [mostly from scratch) for orange, so instead you may make cheap stone layer, flux stone etc,  or just skip orange.
+
Notes: I think you have to mod [mostly from scratch) for orange, so instead you may make cheap stone layer, flux stone etc.,  or just skip orange.
  
 
===Paladins===
 
===Paladins===
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* Find an island in your generated world (or keep making worlds until at least one island appears).
 
* Find an island in your generated world (or keep making worlds until at least one island appears).
 
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).
 
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).
** Bonus: try to find an island that only has hostile neighbors (ie [[goblin|goblins]], [[Kobold|kobolds]], [[Evil#Evil|evil]]).
+
** Bonus: try to find an island that only has hostile neighbors (i.e. [[goblin|goblins]], [[Kobold|kobolds]], [[Evil#Evil|evil]]).
 
* Take only the bare essentials along with you (see [[Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist]] build above).
 
* Take only the bare essentials along with you (see [[Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist]] build above).
 
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see [[Challenges#Peasantry|Peasantry]] above).
 
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see [[Challenges#Peasantry|Peasantry]] above).
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** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).
 
** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).
 
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.
 
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.
** Bonus: new survivors (immigrants) are a rival survivor band (or tribal dwarves) that are trying to steal your supplies/kill you. Kill them or sacrifice them to Amok!
+
** Bonus: new survivors (immigrants) are a rival survivor band (or tribal dwarves) that are trying to steal your supplies/kill you. Kill them or sacrifice them to Armok!
  
 
* Bonus: try to build large outdoor fires to signal rescue craft.
 
* Bonus: try to build large outdoor fires to signal rescue craft.
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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 or Venice, down to its basilicas and plazas.
 
*Make sure to have an expansive glass industry.
 
*Make sure to have an expansive glass industry.
  
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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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* 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 "all dwarves harvest" enabled in the .ini), or deadbeat welfare bums if you disabled their labors for some reason.
 
** SUPEREASYMODE variation of the above: new Peasants may be assigned 1 labor Category, ex. press shift+enter on the Stoneworking category to enable Masonry and Stone Detailing.
 
** SUPEREASYMODE variation of the above: new Peasants may be assigned 1 labor Category, ex. press shift+enter on the Stoneworking category to enable Masonry and Stone Detailing.
 +
 +
 +
===Wood-free challenge===
 +
Simple: your dwarves cannot harvest or use [[wood]], or any wooden items. Non-artifact [[bed]]s are out, which will significantly reduce the happiness of your dwarves. Without charcoal, your furnaces will need to depend upon coal or magma--don't forget to bring a bar of coke to jumpstart your industry if you're using coal. You'll need to brew your alcohol on site using stone pots (to avoid buying wooden barrels on embark). Without [[windmill]]s and [[waterwheel]]s (and [[axle]]s), powered machinery is not possible. A fair number of [[strange mood]]s will prove impossible to complete without wood; you'll need to be ready to deal with the consequences. [[Noble]]s will be particularly problematic since their demands for a bedroom will have to be ignored.
 +
 +
===Evil Fortress===
 +
Create an evil fort that everyone will wonder what it's all about
 +
*Make everything underground, nothing can be built in plain view of the surface
 +
*only export can be weapons
 +
*Half the populace must be trained in the military
 +
*Dwarves start off with picks, weapons, food and one type of seed
 +
*Dwarves must be trained in a weapon skill on embark
 +
*Create deathchambers and have a strict prison policy
 +
*Make sure to sacrifice dwarves to the god [[Armok]].
 +
 +
===Corrupt Socialist Autocracy===
 +
* Open borders.  Defenses are not allowed - no walls, no drawbridges, no doors.  Migrants are to be accepted with open arms, and should get first priority in assigning labors, even over the more-skilled previous residents.
 +
* All weapons are forbidden.  No citizens are allowed to use/possess axes or picks, because these objects are sharp and could be used as weapons, therefore mining and tree-cutting is not allowed.  No butchery/butcher's workshop, especially no crossbows.
 +
* Military, exceptionally, can use weapons.  Military can only be used to defend the nobles.  Civilians are encouraged to criticize the need for military, and conflicts with law-enforcement (fortress guard / hammerer) is encouraged.
 +
* Any mention of gender is illegal.  Women dwarves can initiate relationships with male dwarves, but male dwarves cannot pursue female dwarves (as this is misogyny and rape).
 +
* Contraception is provided by the state.  Every 3rd baby must be killed.
 +
* Affirmative action.  Each demographic must be represented equally.  You must only employ as many men dwarves as women.  Any extra men must sit on the sidelines and ponder why their skills must be squandered by society.  You are allowed to employ more women than men, but if any dwarf is caught talking about this double standard then they must be punished for their misogyny.
 +
* The same goes for races.  Likewise, if humans, goblins, elves, etc., visit then you cannot employ more dwarves than humans, goblins, etc.
 +
* Temples are forbidden.  Only state-sanctioned temples are allowed, and these must be temples to all deities. Praying to a specific deity is forbidden.
 +
* Personal possessions are forbidden and must be immediately redistributed / destroyed.  Exceptions are made for nobility, who get everything they want and more.
 +
* Housing must be meager and miserable.  Dorms and dining halls are preferred.  Except for nobility, of course.
  
 
==Arbitrary Law==
 
==Arbitrary Law==
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* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)
 
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)
 
* Optionally, forbid alcohol consumption to limit carbohydrate intake
 
* Optionally, forbid alcohol consumption to limit carbohydrate intake
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death
+
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous loop of fun
  
 
===Dwarf Liberation Movement===
 
===Dwarf Liberation Movement===
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** BONUS: Bring no wood
 
** BONUS: Bring no wood
  
Play as a expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs.  
+
Play as an expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs.  
Suggested embark equipment: some wood, lots of food & drink, multiple mining dwarfs to reach the caves fast.
+
Suggested embark equipment: some wood, lots of food & drink, multiple mining dwarves to reach the caves fast.
  
 
===Government in Exile===
 
===Government in Exile===
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** If ever activated, cannot use quality weapons or armor.
 
** If ever activated, cannot use quality weapons or armor.
 
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)
 
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)
* Devise methods of dropping Liaisons down pits during meetings. Yell, "THIS IS SPAARRTAAAAA..." at your monitor.
+
* Devise methods of dropping Liaisons down pits during meetings. Yell, "THIS IS SPAARRTAAAAA..." at your monitor.(Preferably the Elven diplomat, when he tries to set your tree limit.)
 
* Demand goods be turned over from all caravans.
 
* Demand goods be turned over from all caravans.
 
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).
 
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields).
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*Keep your nobles happy and your proles subjugated until you have a king issue a particularly stupid mandate.
 
*Keep your nobles happy and your proles subjugated until you have a king issue a particularly stupid mandate.
 
*Build some manner of guillotine.
 
*Build some manner of guillotine.
*Kill the king, everyone he is aquainted with, and everyone within the same room.
+
*Kill the king, everyone he is acquainted with, and everyone within the same room.
 
*Kill other important nobles as soon as your guillotine frees up.
 
*Kill other important nobles as soon as your guillotine frees up.
 
*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.
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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 acheived 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".
+
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===
Line 834: Line 856:
 
           =
 
           =
  
'''Urist's Legion'''
+
===Urist's Legion===
 
*Women are allowed no jobs, and must be held as breeding stock.
 
*Women are allowed no jobs, and must be held as breeding stock.
 
*Most of the men are military, and the rest are workers.
 
*Most of the men are military, and the rest are workers.
Line 841: Line 863:
 
*The expedition leader must be kept safe, and will do nothing.
 
*The expedition leader must be kept safe, and will do nothing.
 
*He must also have a royal bedroom, dining room, and tomb.
 
*He must also have a royal bedroom, dining room, and tomb.
*BONUS: Build an artificial lake. Make a replica of Hoover Dam. Build walls to make sure the goblins only appear west of the dam. Guard it againts the GolbiNCR!
+
*BONUS: Build an artificial lake. Make a replica of Hoover Dam. Build walls to make sure the goblins only appear west of the dam. Guard it against the GolbiNCR!
 
MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.
 
MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.
  
Line 851: Line 873:
 
**MEGABONUS: Have him removed from his position and/or imprisoned if a dwarf sees him access this stash.
 
**MEGABONUS: Have him removed from his position and/or imprisoned if a dwarf sees him access this stash.
  
==The Bunker==
+
===The Bunker===
 
*No Embark Requirement
 
*No Embark Requirement
*Set up a fort as you usually would, build , mine, construct and so forth.
+
*Set up a fort as you usually would, build, mine, construct and so forth.
*Dig out a self sufficient bunker, containing farming facilities, A massive area for water storage (at least 20x20x5) with a purifying mechanism (pumps can purify stagnant water), Plenty of wood (at least 100), Seeds for whatever crops you will plant (at least 75), a large storage of food (at least 300), have fully operational medical facilities, worker facilities, as well as recreational facilities
+
*Dig out a self-sufficient bunker, containing farming facilities, A massive area for water storage (at least 20x20x5) with a purifying mechanism (pumps can purify stagnant water), Plenty of wood (at least 100), Seeds for whatever crops you will plant (at least 75), a large storage of food (at least 300), have fully operational medical facilities, worker facilities, as well as recreational facilities
 
*When you get a siege, gather up a fourth of your dwarves, regardless of who they are, and put them in the bunker. Seal up the bunker permanently, no one gets in or out. That also includes the water supply. That's right, once you run out of water, you are screwed.
 
*When you get a siege, gather up a fourth of your dwarves, regardless of who they are, and put them in the bunker. Seal up the bunker permanently, no one gets in or out. That also includes the water supply. That's right, once you run out of water, you are screwed.
 
*You may dig out mines for the bunker, but if you open a cavern then you must immediately wall it off, with the miner trapped outside, sentenced to death.  
 
*You may dig out mines for the bunker, but if you open a cavern then you must immediately wall it off, with the miner trapped outside, sentenced to death.  
Line 863: Line 885:
 
*Variant: Send a quarter of your dwarves into the bunker while it's being constructed with only the farm functional as well as a small amount of food, seed, water, and wood.
 
*Variant: Send a quarter of your dwarves into the bunker while it's being constructed with only the farm functional as well as a small amount of food, seed, water, and wood.
  
==Überdwarves==
+
===Überdwarves===
  
 
Basically, each and every dwarf in your fortress must aim to be the pinnacle of dwarvenkind. Both a great talker and possible leader of men, an exceptional craftsdwarf in multiple disciplines, and a deadly warrior whose body is a terrific weapon. See Friedrich Nietzsche's work for more info.
 
Basically, each and every dwarf in your fortress must aim to be the pinnacle of dwarvenkind. Both a great talker and possible leader of men, an exceptional craftsdwarf in multiple disciplines, and a deadly warrior whose body is a terrific weapon. See Friedrich Nietzsche's work for more info.
Line 910: Line 932:
 
*Fortress must end in a loyalty cascade and a fight to the death, to see which dwarf/which faction are the REAL überdwarves. Then abandon fort and follow your überdwarves in legends mode.
 
*Fortress must end in a loyalty cascade and a fight to the death, to see which dwarf/which faction are the REAL überdwarves. Then abandon fort and follow your überdwarves in legends mode.
  
 +
===<s>Dwarf</s> Vampire Fortress===
 +
Do you ever get tired of having to endure the annoying, slow, and difficult process of finding that murderous [[vampire]] that is wandering around in your fortress? We have the solution!
 +
Think: If everybody is a vampire, then you'll never need to check for any. You can use this principle to turn every single dwarf in your fortress into a vampire, meaning that you will never have to worry about finding vampires again! On top of this, your new vamps will never need to eat, drink or sleep, and will never die of old age!
 +
Here's how:
 +
#Build an upright spear trap, fill the tile with water, and have an existing vampire walk over it (or otherwise dropping the vampire in the trap).
 +
#Pull the lever <s>over 9000 times</s> a few times to make the vampire bleed <s>to death</s> in the water.
 +
#Forbid the booze supply or otherwise make it unusable.
 +
#Make all of your non-vampiric dwarves drink from the bloodied water, and boom! You have a fortress full of vampires!
 +
 +
*BONUS : Should your fortress fall, go to your fortress in Adventure Mode and drink from the bloodied water.
 +
**MEGABONUS : Do the above and follow one of the vampires to another settlement.
  
 +
(We are not responsible for any damages caused to your fortress due to the disadvantages of this challenge. Disadvantages include, but are not limited to, severe unhappiness of your dwarves due to being unable to get happy [[thoughts]] from quality food and drink, getting ''un''happy thoughts from alcohol withdrawal they can't satisfy, and/or the death of dwarves because <s>lazy slackers</s> dwarves nearly always choose to sleep before drinking and thus getting fed on by your newly cursed lieges. The same fate can befall new migrants, beware.)
  
==Megaprojects==
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==Construction challenges==
 
Try building some <s>ridiculously</s> humongous, <s>over</s>complicated construction, using whatever <s>in</s>appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the [[Megaprojects|Megaprojects page]]!
 
Try building some <s>ridiculously</s> humongous, <s>over</s>complicated construction, using whatever <s>in</s>appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the [[Megaprojects|Megaprojects page]]!

Latest revision as of 01:49, 27 January 2025

This article is about an older version of DF.

Pre-Embark Build Ideas[edit]

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[edit]

  • Six dwarves with only social skills
  • 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.

Expansion: The game is over when you die.

Minimalist/Survivalist build[edit]

  • 1 anvil
  • 1 copper ore

Nothing else. From that alone, forge your pick and axe. Real dwarves won't need to peek...


Peasantry[edit]

  • 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.

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.

Stranded Scout Squad[edit]

  • 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[edit]

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[edit]

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 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.
  • 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.

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[edit]

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[edit]

Pretend you're a filthy above-ground dwelling 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: Don't use any dwarven physics,ex.atom smashers, perpetual motion devices.
  • BONUS: Advanced Play: Modify the raws and actually use humans to make the fort.
  • MEGABONUS: Build your entire fortress as one huge arcology.
  • MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)

"Humans"[edit]

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[edit]

Shun technology and contraptions. Who can really trust them, with all those gremlins running around? This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.

    • BONUS: Hey, wait, aren't crossbows machinelike?

Earthworms[edit]

Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..

  • Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end.
  • 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.
  • Try to keep the tunnel as short as possible.
  • 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 stockpiles of armour and weapons for any future diggers to find!
  • 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.

Kill demons[edit]

Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.

Eskimo[edit]

Live like the Eskimo! Only try if you are an expert

  • Embark somewhere with tundra or glacial biome.
  • Lot of fishermen, hunters and only a few diggers.
  • Every dwarf is at least novice mason
  • Build everything out of ice.
  • Only spears and crossbows allowed in the military
  • BONUS: Axes? what axes?
  • BONUS: Only BONE crossbows, bolts and spears. Metal is for losers.
  • BONUS: Embark near an ocean and create a floating ice fortress.

Amazon dwarves[edit]

  • Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.
  • BONUS: military use only bows and spears.
  • 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 females dwarves. Put all the females in the military, no male nobles allowed.

The Oregon Trail[edit]

Settle like those who traveled the (in)famous Oregon Trail.

  • Optional: Wait to stop world gen until the year 1840.
  • Embark in an area that has mostly grassland biome.
  • Bring 10 food and 15 booze per dwarf.
  • All dwarves must embark as peasants.
  • Bring a few rabbits along for skins.
  • Bring a few chickens along for eggs, meat and skins.
  • Bring 10 copper bars and three random rocks, but only one axe and pick.
  • If points allow, bring some leather along.
  • If points allow, bring some cloth along.
  • Hint: You may want to find an area with clay.

Post-Embark:

  • Set one miner, one woodhacker, one main farmer, one weaver/clothier, one potter/glazer, one metalsmith and one glassmaker/gem cutter if you have or found sand.
  • All dwarves must plant their own crops, process their own plants, spin their own cloth and cook their own meals.
  • Chop down enough of one tree to make one 4x5 inner-tile log cabin.
  • Repeat the above step for the rest of the 6 dwarves you came with.
  • Hint: Use a rock you brought with to make a kiln. Set a clay collection zone and set Collect Clay on repeat. Use the clay to make houses, instead.
  • Dig your dwarves a 5x5 root cellar and place food stockpiles in them.
  • Place a 10x10 farm plot by each dwarf's cabin.
  • Dig a side hill mine for stone and ore, and make it go down 5 to 6 levels.
  • BONUS: Make a huge 40x40 quarry and decrease size by 2 tiles for each level going down.
  • Settler BONUS: Place 1x10 farm plots that all grow the same crop 1 tile from each other, channel between them, tap into a surface river, and voila. Western-style irrigation.
  • See how long you can survive like this.
  • Modding BONUS: Mod the raws and actually embark as humans.
  • 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: Add dysentery.
  • Mega Modding BONUS: Add guns and bullets of some sort.

As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!

Intelligent Cats[edit]

Sure to be REALLY FUN... add the [INTELLIGENT] token to cats using DFHack.

Utter Dwarfiness[edit]

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[edit]

  • 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[edit]

  • All dwarves embark as peasants
  • 7 or multiple of 7 of everything you bring (especially picks and axes)
  • BONUS: Make one state for only nobles and force the other states to sustain it

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[edit]

  • 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.
        • MEGAUBERLITERARYBONUS: build the community from "The Giver", all dwarves keep all jobs they come with, 3-time troublemakers get "released" (spoiler alert) use magma instead of lethal injection, and remember, no death or pain! (mod the game for ultra control over marriage and jobs!)

Equaland[edit]

  • 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
  • BONUS: Construct a large sickle-hammer at the fortress enterance to show the regime.

Hermit[edit]

  • 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.
  • Become a lone fisherman. The old man and the sea.

Hunting Party[edit]

  • 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[edit]

  • 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