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Difference between revisions of "Challenge Builds"

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(→‎<insert material> Fort: - Added glass challenge)
(alphabatised list, added hunter-gatherers. fiddled with 'humanlike fortress' to not be so "lawlz I'm 13 years old")
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If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.
 
If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.
  
=== Exiled Warlord ===
+
== ASPCA ==
* Seven starting dwarves with no military skills
 
* All immigrants immediately activated into the military
 
* No killing them off on purpose!
 
 
 
=== Hermit ===
 
 
 
* No [[skill]]s
 
* One [[pick]] and no other supplies
 
 
 
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.
 
 
 
=== Outcast ===
 
 
* No [[skill]]s
 
* One [[pick]] and no other supplies
 
 
 
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.
 
 
 
=== Roughing it ===
 
 
 
* No picks
 
 
 
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more "weather-averse" dwarves slowly go mad.
 
 
 
=== Gone to the dogs ===
 
 
 
* One [[pick]]
 
* A ton of [[animals]]
 
 
 
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.
 
 
 
=== ASPCA ===
 
 
 
 
* No [[animals]]
 
* No [[animals]]
  
 
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)
 
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)
  
=== Diplomacy ===
+
== City-States ==
 
 
* 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.
 
 
 
=== Luddite ===
 
 
 
* No mechanics or [[mechanism]]s
 
* No [[machine]]s
 
 
 
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.
 
 
 
=== City-States ===
 
 
 
 
* No [[skill]]s
 
* No [[skill]]s
 
* 7 or multiple of 7 of everything you bring
 
* 7 or multiple of 7 of everything you bring
Line 60: Line 12:
 
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 [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!
 
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!
  
=== <insert material> Fort ===
+
== Dieting Dwarves ==
 
 
'''Wooden'''
 
 
 
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.
 
 
 
'''Glass'''
 
 
 
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.
 
 
 
=== Dieting Dwarves ===
 
 
 
 
'''Fishing Village'''
 
'''Fishing Village'''
  
Line 96: Line 37:
 
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.
 
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.
  
=== Hunting Party ===
+
== 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.
 +
 
 +
== Dwarfsicles==
 +
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!
 +
 
 +
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.
 +
 
 +
== Exiled Warlord ==
 +
* Seven starting dwarves with no military skills
 +
* All immigrants immediately activated into the military
 +
* No killing them off on purpose!
 +
 
 +
== Fort Geneva ==
 +
* Build only nonlethal (cage) traps
 +
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely
 +
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured
 +
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]
  
 +
== Gone to the dogs ==
 +
* One [[pick]]
 +
* A ton of [[animals]]
 +
 +
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.
 +
 +
== Hermit ==
 +
* No [[skill]]s
 +
* One [[pick]] and no other supplies
 +
 +
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.
 +
 +
== Humanlike Fortress ==
 +
Pretend your a filthy above-ground dwelling humie.
 +
* 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 conveinance.
 +
*Build warehouses for stockpiles, and set guards outside them.
 +
*Create a keep, with it's own wall, barracks, treasury, etc.
 +
*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 interconnections between different areas.
 +
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.
 +
* BONUS: The fortress is built around a human town.
 +
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!
 +
* BONUS: All booze is kept within a town inn.
 +
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!
 +
 +
==Hunter Gatherers==
 +
*No skills
 +
*No pets
 +
*No items.
 +
Yes - no items. No anvil, no seeds, no food, <i>no booze</i> - nothing. Just the three [[tower-cap]] logs from the wagon.
 +
 +
== Hunting Party ==
 
* One marksman/ambusher
 
* One marksman/ambusher
 
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)
 
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)
Line 104: Line 103:
 
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees & plants are dead, severely reducing long-term prospects.)
 
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees & plants are dead, severely reducing long-term prospects.)
  
=== Immigration and Customs Enforcement ===
+
== Immigration and Customs Enforcement ==
 
 
 
* One miner/mason/architect
 
* One miner/mason/architect
 
* One woodcutter/carpenter/architect
 
* One woodcutter/carpenter/architect
Line 112: Line 110:
 
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.
 
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.
  
=== Dwarfsicles ===
+
== <insert material> Fort ==
 +
'''Wooden'''
  
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!
+
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.
  
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.
+
'''Glass'''
  
=== This. Is. SPARTAAAA ===
+
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.
 
 
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are "helots" and shouldn't be given any skills &ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.
 
 
 
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress "beautiful."
 
 
 
You shouldn't create chainmail or plate armour. <!-- why? --Savok --> You should only brew wine.
 
 
 
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]
 
 
 
=== The Mad Butcher ===
 
<sub>(this requires a tiny amount of editing to the raws)</sub><br>
 
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. <br>
 
#Start with a normal build except:
 
#*One dwarf should be a dedicated butcher/leather worker
 
#*buy minimal food
 
#*bring as many puppies or kittens as possible
 
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. <br>
 
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.<br>
 
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.<br>
 
#Set it all up so that the mad butcher cannot escape.<br>
 
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. <br>
 
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!<br>
 
 
 
=== Fort Geneva ===
 
* Build only nonlethal (cage) traps
 
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely
 
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured
 
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]
 
  
=== Jack Of All Trades ===
+
== Jack Of All Trades ==
 
 
* No starting skills for any dwarfs
 
* No starting skills for any dwarfs
 
* All starting dwarfs and all immigrants immediately have all possible jobs activated
 
* All starting dwarfs and all immigrants immediately have all possible jobs activated
Line 156: Line 126:
 
Pray for strange moods!
 
Pray for strange moods!
  
=== Master Of One ===
+
== Luddite ==
 +
* No mechanics or [[mechanism]]s
 +
* No [[machine]]s
 +
 
 +
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.
 +
 
  
 +
== Master Of One ==
 
* All starting dwarfs can have one skill and one skill only
 
* All starting dwarfs can have one skill and one skill only
 
* No changes are allowed on any dwarfs labour screen
 
* No changes are allowed on any dwarfs labour screen
Line 165: Line 141:
 
Note: Since all dwarfs start with all hauling activated then that's fine- alternatively you could limit the peasants to hauling duties and only allow dwarfs with military skills into the military...
 
Note: Since all dwarfs start with all hauling activated then that's fine- alternatively you could limit the peasants to hauling duties and only allow dwarfs with military skills into the military...
  
=== Siege Master ===
+
== Outcast ==
 +
* No [[skill]]s
 +
* One [[pick]] and no other supplies
  
 +
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.
 +
 +
== Roughing it ==
 +
* No picks
 +
 +
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more "weather-averse" dwarves slowly go mad.
 +
 +
== Siege Master ==
 
* No traps
 
* No traps
 
* No drawbridges
 
* No drawbridges
Line 172: Line 158:
 
* No magma/water based defences
 
* No magma/water based defences
  
=== Humanlike Fortress ===
+
== The Mad Butcher ==
 +
<sub>(this requires a tiny amount of editing to the raws)</sub><br>
 +
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. <br>
 +
#Start with a normal build except:
 +
#*One dwarf should be a dedicated butcher/leather worker
 +
#*buy minimal food
 +
#*bring as many puppies or kittens as possible
 +
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. <br>
 +
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.<br>
 +
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.<br>
 +
#Set it all up so that the mad butcher cannot escape.<br>
 +
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. <br>
 +
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!<br>
 +
 
 +
== This. Is. SPARTAAAA ==
 +
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are "helots" and shouldn't be given any skills &ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.
  
* Build a castle around the area you intend to play on.(A wall out of wood or stone. Metal if you really want to push it. It must not have a roof.) It can be extended as desired, but no buildings can be outside of it. (Farm plot and water wheel, or other mechanics (save for windmill) do not count as a building in this sense)
+
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress "beautiful."
* All dwarf residences (bedrooms) must be above ground. Communal bedrooms allowed. Pathways between dwarf housings (not workshops) above surface level allowed, but no houses must be directly linked to the keep.
+
 
* Dwarf housings can be made in multipile floors, featuring only one basement floor
+
You shouldn't create chainmail or plate armour. <!-- why? --Savok --> You should only brew wine.
* All workshops must be in relevant, and different buildings (for example, mason's workshop and carpenter's workshop being in the same building is not alright, but a smelter and metalsmith's workshop is just fine. )
+
 
* Stockpiles underground are allowed.
+
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]
* The Fortress must have a keep(with barracks attached to it, or next to it) for nobles, military, and guards. Weapons must be stored within, as well as all currency that isn't owned by dwarves.
 
* Farmlands must be kept outside the fortress.
 
* The only things allowed underground besides stockpile is a mineshaft for getting ore and stone, a sewer system, herb growth in basements is allowed and none of the houses can be directly linked to the mine shaft, or stockpile. Keep can disobey this rule.
 
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.
 
* BONUS: The fortress is built around a human town.
 
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!
 
* BONUS: All booze is kept within a town inn.
 
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!
 

Revision as of 21:00, 16 May 2008

If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the List of goals for other ways to challenge yourself.

ASPCA

Don't bring any pets. Furthermore, due to the possibility of animals being caught in them, don't build any traps, either. If immigrants bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)

City-States

  • No skills
  • 7 or multiple of 7 of everything you bring

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!

Dieting Dwarves

Fishing Village

Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a fish only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.

Carnivore

  • No plants or seeds

Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)

Vegan

  • Obviously, no meat, fish, or dairy
  • Also, no leather, silk, or shell
  • In essence, construct an Elven Forest

A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. Use no animal products like the elves.

IOGT/AA

  • No alcohol

Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build wells instead and watch your now teetotaller dwarves work slower and slower by the season.

Diplomacy

  • 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.

Dwarfsicles

Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use ice, instead. Be sure to bring plenty of Plump Helmets for brewing drinks!

For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.

Exiled Warlord

  • Seven starting dwarves with no military skills
  • All immigrants immediately activated into the military
  • No killing them off on purpose!

Fort Geneva

  • Build only nonlethal (cage) traps
  • Sentient creatures (Goblins, etc.) are to be considered prisoners of war and treated humanely
  • Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured
  • Inspiration: Geneva Conventions

Gone to the dogs

Replace the starting equipment with an equal value in dogs or cats.

Hermit

A well known and popular challenge. Kill off the 6 starting dwarves and any immigrants as they arrive, and try to make a living for the last dwarf.

Humanlike Fortress

Pretend your a filthy above-ground dwelling humie.

  • 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 conveinance.
  • Build warehouses for stockpiles, and set guards outside them.
  • Create a keep, with it's own wall, barracks, treasury, etc.
  • 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 interconnections between different areas.
  • BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.
  • BONUS: The fortress is built around a human town.
  • BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!
  • BONUS: All booze is kept within a town inn.
  • ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!

Hunter Gatherers

  • No skills
  • No pets
  • No items.

Yes - no items. No anvil, no seeds, no food, no booze - nothing. Just the three tower-cap logs from the wagon.

Hunting Party

  • One marksman/ambusher
  • Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)
  • Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.

No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees & plants are dead, severely reducing long-term prospects.)

Immigration and Customs Enforcement

  • One miner/mason/architect
  • One woodcutter/carpenter/architect
  • Five military dwarves

No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.

<insert material> Fort

Wooden

Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.

Glass

Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using clear glass exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.

Jack Of All Trades

  • No starting skills for any dwarfs
  • All starting dwarfs and all immigrants immediately have all possible jobs activated
  • All workshops must be available at all times for all dwarfs of all skill levels

Pray for strange moods!

Luddite

Traps and moving bridges are forbidden, farming must be accomplished by hand.


Master Of One

  • All starting dwarfs can have one skill and one skill only
  • No changes are allowed on any dwarfs labour screen
  • All immigrants must stay with the profession/professions they arrive with
  • All peasants must be activated into the military

Note: Since all dwarfs start with all hauling activated then that's fine- alternatively you could limit the peasants to hauling duties and only allow dwarfs with military skills into the military...

Outcast

* No skills
  • One pick and no other supplies

Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.

Roughing it

  • No picks

Don't dig or build at all. Bring no picks, and don't ask for them in trade. Watch as the more "weather-averse" dwarves slowly go mad.

Siege Master

  • No traps
  • No drawbridges
  • No locked doors
  • No magma/water based defences

The Mad Butcher

(this requires a tiny amount of editing to the raws)

  1. Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs.
  2. Start with a normal build except:
    • One dwarf should be a dedicated butcher/leather worker
    • buy minimal food
    • bring as many puppies or kittens as possible
  3. Drop all your puppies or kittens into cages or into animal pits as soon as possible.
  4. Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.
  5. At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.
  6. Set it all up so that the mad butcher cannot escape.
  7. As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher.
  8. See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!

This. Is. SPARTAAAA

At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and wrestling. All other dwarves are "helots" and shouldn't be given any skills – they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.

You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress "beautiful."

You shouldn't create chainmail or plate armour. You should only brew wine.

Read more about the real Sparta