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Editing v0.31:Challenges

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{{Quality|Exceptional}}
 
{{Quality|Exceptional}}
 
==Pre-Embark Build Ideas==
 
==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.
+
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 {{L|fun}}), leaving you to other challenges.
  
 
=== Diplomacy ===
 
=== Diplomacy ===
* Six dwarves with only social [[skill]]s
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* Six dwarves with only social {{L|skill}}s
 
* One skilled dwarf
 
* One skilled dwarf
  
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* 1 anvil
 
* 1 anvil
 
* 2 copper ore
 
* 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".)
 
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".)
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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.
 
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).
+
Sadly, the wooden axes of DF2010 make this challenge remarkably easy. All you end up with is a fort that decided not to dig until the first caravan.
 
 
===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 ===
 
=== Stranded Scout Squad ===
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* Don't gather wood nor trade for it with humans or dwarves.  
 
* 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.  
 
* 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?
+
* Don't burn any {{L|fuel|coal}}. Do you know what that does to the environment, man?
 
**Magma-smelting is an option, but steel can't be had.
 
**Magma-smelting is an option, but steel can't be had.
 
* Don't cause any creature's death, except in self-defense.
 
* Don't cause any creature's death, except in self-defense.
 
**No military, induced submerging, or lethal implementation of corkscrews.
 
**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.
 
* 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).
+
* {{L|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.
 
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===
 
===Humans - Living Large and Standing Tall===
Pretend you're a filthy above-ground dwelling [[Human|human]].
+
Pretend you're a filthy above-ground dwelling {{L|Human|human}}.
 
* Build a town wall.
 
* Build a town wall.
 
** Only hovels and farms outside the town walls.
 
** Only hovels and farms outside the town walls.
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* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.
 
* 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.
 
* 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: Easy Play: Embark on top of a Human Town.
 
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort.  
 
* 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]].
+
* MEGABONUS: Build your entire fortress as {{L|mega construction|one huge arcology}}.
* MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)
+
* MEGADWARFBONUS: Build your City in a giant, artificial cave.
 
 
==="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===
 
===Luddite===
Shun technology and contraptions. Who can really trust them, with all those [[Gremlin|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.
+
Shun technology and contraptions. Who can really trust them, with those {{L|Gremlin|gremlins}} 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.
* No mechanics or [[mechanism]]s
+
* No mechanics or {{L|mechanism}}s
* No [[machine]]s
+
* No {{L|machine}}s
  
* BONUS: Hey, wait, aren't crossbows machinelike?
+
** hey wait -- aren't crossbows machinelike- bonus
  
 
===Earthworms===
 
===Earthworms===
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* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!
 
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!
 
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!
 
* 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 ===
 
=== Kill demons ===
 
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.
 
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.
  
===Eskimo===
 
Live like the Eskimo! Only try if you are 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===
 
*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.
 
*BONUS: military use only bows and spears.
 
 
Alternative :
 
instead of killing the male, use them as slaves and make them work for the females dwarves and put all the females in the military, no male noble allowed.
 
 
===The Oregon Trail===
 
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!
 
  
 
==Utter Dwarfiness==
 
==Utter Dwarfiness==
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===Bandit Camp===
 
===Bandit Camp===
* Three or more Marksdwarves (perhaps with [[Ambusher|ambushing]])
+
* Three or more Marksdwarves (perhaps with {{L|Ambusher|ambushing}})
 
* Embark site featuring places to hide
 
* Embark site featuring places to hide
  
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* All dwarves embark as peasants
 
* All dwarves embark as peasants
 
* 7 or multiple of 7 of everything you bring (especially picks and axes)
 
* 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 [[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 {{L|door}}s and can lock everyone in, but after that it is every dwarf for him/herself!
  
 
Burrows are very useful for this.
 
Burrows are very useful for this.
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* 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
 
* 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
 
* 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===
 
===Hermit===
* Spend points ONLY on ONE [[Pick]]
+
* Spend points ONLY on ONE {{L|Pick}}
  
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrant|immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.
+
A well known and popular challenge. Kill off 6 starting dwarves and any {{L|immigrant|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'''
 
'''Variants'''
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* Selectively admit dwarves based on name, profession, etc.
 
* Selectively admit dwarves based on name, profession, etc.
 
* Embark with an anvil as well.
 
* Embark with an anvil as well.
* Become a lone fisherman. The old man and the sea.
 
  
 
===Hunting Party===
 
===Hunting Party===
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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.
+
==="Let Loose the Dogs of War"===
*BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.
 
 
 
==="Let Slip the Dogs of War"===
 
 
* No military Dwarves are permitted, including Fortress Guard.
 
* No military Dwarves are permitted, including Fortress Guard.
 
* No weapons or armor may be forged, and any obtained from looting must be melted down.
 
* No weapons or armor may be forged, and any obtained from looting must be melted down.
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** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.
 
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.
  
===28 Drinks Later===
+
===28 Days Later===
  
 
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.
 
*Embark at a terrifying biome(Scary Biome), make sure there are zombie somethings. Set up a five thick wall around your camp. Never leave the perimeters. All migrants would be wandering survivors, let them in or don't, as they might be infected.
*Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the [[Armok]]. Remember, he loves Magma!
+
*Bonus: If you have "reason" to believe the migrants are infected, sacrifice them to the Blood God. Remember, he loves Magma!
 
*Bonus: Only Marksdwarves for 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: Add zombie to the creatures list and set them as [EVIL].  
 
*AdvancedPlay: Add zombie to the creatures list and set them as [EVIL].  
 
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.
 
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.
**Elf clothing anyone?   
+
**Elf skin clothing anyone?   
 
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.
 
*Keep a diary from one of the characters perspectives, to be read when the world is repopulated.
  
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'''Variant:'''
 
'''Variant:'''
 
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.
 
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.
 
===Urist of All Trades, Master Of None===
 
Opposite of "Master Of One" above.<br><br>
 
Pre-Embark:
 
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice).
 
<br>
 
Post-Embark:
 
* Enable all labors on all dwarves, at all times.
 
* Since only one of Mining, Woodcutting, or Hunting can be enabled at once, try to have an equal number of dwarves in each job. At least once every year, change them around, try to assign them to whichever they have the lowest skill in. Of course, you can leave out Woodcutters if there are no trees (but enable some if you reach a cavern with underground trees), and leave out Hunters if there are no huntable critters.
 
* Make/buy enough Picks, Axes, and Crossbows so any dwarf who wants to try Mining, Woodcutting, or Hunting can at any time.
 
* Shuffle around your Administrators yearly, or whenever you notice them getting too skilled in their jobs. You can check the personalities of your replacements to make sure they're at least capable of learning appropriate social skills for the job.
 
* Draft any (or better yet, every) dwarf into the military. Use the default uniforms. You can only add Individual Choice Melee/Weapon/Ranged, do not assign specific weapons. Keep a variety of weapons in your stockpiles (including any exotic weapons from other races) so your soldiers have plenty to choose from. Periodically switch out your Militia Commander/Captains and squad leaders, so everyone gets a chance to lead. Unless there is a siege, only 1 squad can be active/training at any time.
 
* Always have some areas designated for Digging/Channeling, tree Cutting, Smoothing/Detailing, and Plant gathering, so dwarves can practice Mining, Woodcutting, Stone Detailing, or Herbalism whenever they want.
 
* No workshop restrictions via profiles or burrows. Let anyone work anywhere they want, regardless of skill level.
 
* 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.
 
* SUPERBONUS: Set that skill threshold lower, (eg. Master, Expert) depending on your own masochism.
 
  
 
===Monarch with a grudge===
 
===Monarch with a grudge===
 
* Forbid any and all use of stone and metal
 
* Forbid any and all use of stone and metal
 
* No exposed tile may be labeled "Underground"
 
* No exposed tile may be labeled "Underground"
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the [[Dwarven atom smasher|DAS]])
+
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the {{L|Dwarven atom smasher|DAS}})
  
 
"Nay, no ponderous stone doors or shining silver arcades, not while I live!"
 
"Nay, no ponderous stone doors or shining silver arcades, not while I live!"
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* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice
 
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice
  
===Urist McHoHoHo===
+
===Santa Urist===
 
* Embark in a glacier biome
 
* Embark in a glacier biome
 
* 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 [[User:Sphr/gfx_set#Christmas_Special_2007|this Christmas-themed tileset]]
+
* Bonus: Use this Christmas-themed tileset: [[http://df.magmawiki.com/index.php/User:Sphr/gfx_set#Christmas_Special_2007]]
* 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.
 
* Dwarven Spirit Bonus: Edit the raws to embark with [[elves]] utilize elf labor to craft your toys.
 
* Mega Dwarf Bonus: Embark with a group of elves, choose the fattest elf to be Santa. Clothe him in reindeer wool clothing, dyed red, with accents of un-dyed wool. Feed him ☼Longland Flour Cookies☼ and reindeer milk. Build a brick fireplace and burn coal for a warm cozy fire. Train Santa to be a legendary pump operator to make him flash red.
 
  
 
===Sitting on trees===
 
===Sitting on trees===
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* Everything allowed except Farming and Cattle Breeding.
 
* Everything allowed except Farming and Cattle Breeding.
 
Bonus
 
Bonus
* BONUS: Embark in a desert, so only hunting and (aquifer) fishing.
+
* BONUS: Embark in a desert, so only hunting and (aquifier) fishing.
** Extra Points: Dont fish in the aquifer. How could the turtles get there anyway?
+
** Extra Points: Dont fish in the aquifier. How could the turtles get there anyway?
 
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.
 
** 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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Post-embark
 
Post-embark
Go into the cave with all your dwarves, and try to survive the harsh environments of the new cave systems.
+
Go into the cave with all your dwarves, and try to survive the harsh enviorments of the new cave systems.
 
You cant use items from ground zero, all wood must be harvested in the caves, along with food.
 
You cant use items from ground zero, all wood must be harvested in the caves, along with food.
  
*Bonus: no trading, who wants to enter that creepy cave anyways?
+
*Bonus* no trading, who wants to enter that creepy cave anyways?
*MEGA BONUS: No dogs and no warrior dwarves.
+
*MEGA BONUS* No dogs and no warrior dwarves.
  
 
===Fort wars!===
 
===Fort wars!===
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* Nobles are given free reign and will be quartered in the winning fort.
 
* Nobles are given free reign and will be quartered in the winning fort.
 
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.
 
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.
** Bonus points if you make residents of both sides wear only team colors.
 
  
===Deep dwarves===
+
===Deep dwarfs===
 
Following the embark, lock yourself up under the ground.
 
Following the embark, lock yourself up under the ground.
Don't let any of your dwarves go outside. Let invaders into your underground maze of doom!
+
Don't let any of your dwarfs go outside. Let invaders into your underground maze of doom!
  
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep.
+
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more
*MEGA BONUS: create a caste of deep dwarves (nobles?), who will only live on the bottommost levels.
+
deep.
 +
*MEGA BONUS: create a caste of deep dwarfs (nobles?), who will only live on the bottommost levels.
  
 
===Earth Mover===
 
===Earth Mover===
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*Dig every square in the map.
 
*Dig every square in the map.
 
**Hint: you might want to turn cave-in on
 
**Hint: you might want to turn cave-in on
**Another hint: Do you really want to put your castle up there, when your dwarves are digging down there?
+
**Another hint: Do you really want to put your castle up there, when your dwarfs are digging down there?
  
 
===Minimalist===
 
===Minimalist===
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*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.
 
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.
*BONUS: Every family has its own house. Each house has a "sink" (well), garage (shack) filled with owned tools, a driveway leading to the main thoroughfare, etc. Multiple-floor apartment buildings for the poor/immigrant dwarves. Once they become useful, they become "wealthy" and are moved to better housing. If they get married, they are moved to better housing for a year - if they're not "wealthy" by then, their house is foreclosed. If they arrive married/with kids, they get cheap housing anyway.
 
 
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.
 
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.
 
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them.  
 
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them.  
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=== Dwarven Prison ===
 
=== Dwarven Prison ===
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarves to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.
+
Faced with raising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarfs to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.
  
* Only your initial 7 dwarves may do any work
+
* Only your initial 7 dwarfs 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 dwarfen justice system?
 
* 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 dwarfen 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.
 
* Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand.
 
* Should an inmate [[tantrum|start to rebel]] the <strike>[[sheriff]]</strike> chief warden should restore discipline with an iron hand.
* 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
 
  
 
=== Cavernous Dwarves ===
 
=== Cavernous Dwarves ===
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*'''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.
*Optional: you can have 1 year above surface
 
  
 
=== Roman Empire ===
 
=== Roman Empire ===
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***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.
 
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.
 
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.
 
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.
*BONUS '''Aztec Empire''': All military may only use jaguar leather armor, obsidian short swords, bows, and copper war hammers.
+
*BONUS '''Aztec Empire''': All military may only use leather armor and obsidian short swords.
 
**MEGA BONUS '''Pre-Historical''': All metal production is banned.
 
**MEGA BONUS '''Pre-Historical''': All metal production is banned.
  
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*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the "best" layer
 
*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the "best" layer
 
** If you see a dwarf leave his color to go to a nicer one kill them.  
 
** If you see a dwarf leave his color to go to a nicer one kill them.  
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)
+
*** Bonus: make it impossible to function without crossong the color boundry once in a while.  (bedroom must cross a blue hallway or something)
**** hey wait, didn't the blue dwarves make the purple computer? and its room?
+
**** hey wait, dodn't the blue dwarves make the purple computer? and its room?
 
** decide with random goals or by random when dwarves may go to the next color
 
** decide with random goals or by random when dwarves may go to the next color
** Bonus: everybody in the black level should be miserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic.  
+
** Bonus: everybody in the black level should be miserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue extatic.  
 
* computer is in charge of random death traps
 
* computer is in charge of random death traps
 
* encourage grudges between dwarves
 
* encourage grudges between dwarves
 
** put dwarves with grudges in the same military unit
 
** put dwarves with grudges in the same military unit
*Sheriff is the most deadly dwarf (and everybody other than soldiers go in civvies)
+
*Sherrif is the most deadly dwarf (and everybody other than soldiers go in civvies)
 
*Bonus make a weapons testing area which may kill the dwarves or give them awesome weapons via untested modding.
 
*Bonus make a weapons testing area which may kill the dwarves or give them awesome weapons via untested modding.
 
** Extra bonus -- the weapons are all either effective or deadly.
 
** Extra bonus -- the weapons are all either effective or deadly.
Line 506: Line 389:
 
* 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 (ie {{L|goblin|goblins}}, {{L|Kobold|kobolds}}, {{L|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 {{L|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 {{L|Challenges#Peasantry|Peasantry}} above).
 
* NO TRADING! Ignore the dwarven traders that come (or kill them).
 
* NO TRADING! Ignore the dwarven traders that come (or kill them).
* [[immigrant|Immigrants]] are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).
+
* {{L|immigrant|Immigrants}} are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).
 
** 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'.
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* Bonus: try to build large outdoor fires to signal rescue craft.
 
* Bonus: try to build large outdoor fires to signal rescue craft.
 
* Bonus: if a new mayor is elected, sacrifice the old mayor for 'failure to ensure the rescue of the survivors.' (Obviously you will need a large enough population to be able to have mayors).
 
* Bonus: if a new mayor is elected, sacrifice the old mayor for 'failure to ensure the rescue of the survivors.' (Obviously you will need a large enough population to be able to have mayors).
 
===Venice===
 
Build a perfect replicable of Venice.
 
 
*Building next to a river-side, carve out canals and make a picture-perfect replica or Venice, down its basilicas and plazas.
 
*Make sure to have an expansive glass industry.
 
 
* Bonus:  make models of other famous historical-era cities.
 
 
===Dwarf Hoarder Challenge===
 
(edit and improve this please)
 
 
step 1: embark with 7 proficient miners and 7 picks
 
 
step 2: once you reach the outpost location, strip the outside world of all its valuable minerals
 
 
(valuable = metal ores, gems and anything else that you can make a decent profit from)
 
 
*BONUS : Ravage the land! take everything! cut down all the trees, gather all the plants,ect, leave NOTHING outside!
 
step 3: mine deep underground and make a very large room to store your items in
 
 
step 4: kill and loot the bodies of all migrants and caravans that come to your fortress and take what you loot from them down into the stockpile
 
 
*BONUS: keep all the nobles that come with the migrants in cage traps in your stockpile
 
 
step 5: do what you did in step two, but this time underground
 
 
step 6: add huge defenses to your stockpile underground, but keep it accessible
 
 
step 7: repeat steps 2, 4, 5, and 6, until the king/queen comes
 
 
step 8: cage and store all of them
 
 
*BONUS: cast them in obsidion and have the obsidion mined and carved into masterwork statues
 
 
**MEGABONUS: make them statues of the nobles you have captured thus far
 
(including the king/queen)
 
 
step 9: continue step 7 until the first of your starting 7 dies
 
 
step 10: seal the fortress entirely and kill off your remaining dwarves
 
 
(by this time they should have become friends, so its best to kill them before the tantrum spiral starts)
 
 
*BONUS:wait until the tanrum spiral comes and let that kill them all
 
 
if step 9 never comes than do step 10 anyways (if you have accumulated lots of wealth)
 
 
step 11: (optional) brave your own defenses in adventure mode to gain access to this great fortune
 
*BONUS: make a system so the nobles stay alive
 
**MEGABONUS: make a sytem so the nobles can be set free
 
***MEGADWARVERNBONUS: make that sytem be part of the defenses so when you get to the stockpile the nobles are released and tear you apart.
 
 
NOTE: modding may be required so the nobles stay there and so that you may release them
 
 
Additional step: have one dwarf carve the tale of this fortress on the walls of the fortress
 
 
===You Can't Teach an Old Dwarf New Tricks===
 
* Never enable new labors.
 
* You may disable labors, but never re-enable them. Disabled labors on your Broker/Expedition Leader to stop distractions from them meeting the Caravan/Trade Liaison? Now, diplomacy is all they're good for.
 
* Only dwarves who already have combat skills when they immigrate/embark may join the militia. Assign whatever armor you want, but only assign them weapons they are already skilled with, NOT "Individual Choice". They're skilled in some foreign weapon, like blowgun? Better try your darndest to get them a blowgun if you want them to be useful!
 
* "I have tenure" - The Nobles/Administrators you appoint keep their positions for life, even if somebody with better skills/personality shows up. You can only appoint new dwarves when the position opens up due to the previous Noble's death/madness. [[Unfortunate_accident|Intentionally forcing the position open]] is against the rules of this challenge.
 
 
EASYMODE variations:
 
* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.
 
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).
 
* 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.
 
  
 
==Arbitrary Law==
 
==Arbitrary Law==
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* Walls may be constructed, but can only be used in already-existing constructions, like dividing a room into multiple separate rooms
 
* Walls may be constructed, but can only be used in already-existing constructions, like dividing a room into multiple separate rooms
 
* No new aboveground/belowground space-creation. You may only use the space you mined out in the first year
 
* No new aboveground/belowground space-creation. You may only use the space you mined out in the first year
This challenge forces you to utilize space you havn't before. A large 5x hallway may be converted into a 1x with bedrooms on either side. Whatever you have to do to fit your current population. Be sure to build without any thought into the future of the fortress when you can no longer build. Instead, make it as hard as possible.
+
This challenge forces you to utilize space you havn't before. A large 5x hallway may be converted into a 1x with bedrooms on either side. Whatever you have to do to fit your current population. Be sure to build without any thought into the future of the fortress when you can no longer build. Instead, make it as hard as possible
 
Variations:
 
Variations:
 
* you may build aboveground to a maximum of two stories above ground. Make big slums/refugee camps/bazaars. Anything that involves mass-small-one-story-buildings
 
* you may build aboveground to a maximum of two stories above ground. Make big slums/refugee camps/bazaars. Anything that involves mass-small-one-story-buildings
 
* you may increase/decrease the time before you can no longer dig or build new space
 
* you may increase/decrease the time before you can no longer dig or build new space
 
* (decreased difficulty) you may plan ahead
 
* (decreased difficulty) you may plan ahead
 +
  
 
===ASPCA===
 
===ASPCA===
* [[Animals]] are forbidden from the fortress
+
* {{L|Animals}} are forbidden from the fortress
 
* Animals following immigrants cannot enter the fortress
 
* Animals following immigrants cannot enter the fortress
 
* Lethal traps forbidden, caged non-sentients must be immediately released
 
* Lethal traps forbidden, caged non-sentients must be immediately released
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===Commune===
 
===Commune===
* After embarking, enable all labors on all dwarves (including immigrants).
+
* After embarking, enable all labors on all dwarves (including immigrants)
* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles).
+
* Beds can only be designated as barracks, and no dwarf can be assigned to a bed (even nobles)
* Coins are forbidden.
+
* Coins are forbidden
* Be aware that nobles are to be considered part of the "bourgeoisie" and [[Unfortunate accident|dealt with]] immediately.
+
* Be aware that nobles are to be considered part of the "bourgeoisie" and {{L|Unfortunate accident|dealt with}} immeadiatly
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.
 
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.
 
  
 
===Couples only===
 
===Couples only===
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===Citizenship===
 
===Citizenship===
* All dwarves must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarves know how to dig. Until then they are forbidden to do any work.
+
* All dwarfs must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarfs know how to dig. Until then they are forbidden to do any work.
 
** Bonus : Hauling is forbidden too.
 
** Bonus : Hauling is forbidden too.
 
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.
 
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.
Line 674: Line 488:
 
** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently.  
 
** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently.  
 
** BONUS: Use the Burrows tool to establish "gated communities" for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.
 
** BONUS: Use the Burrows tool to establish "gated communities" for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.
 
===Realistic Dwarves?===
 
* No magma smelters- magma doesn't have the heat to smelt ores
 
* No use of perpetual motion machines
 
* All doors must be locked by the use of levers- no auto-locking doors for you!
 
  
 
===Sexist Segregation===
 
===Sexist Segregation===
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* 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).
* Building city walls is considered weak and cowardly.
+
 
 
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].
 
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the visual novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which historically inaccurate. For a more "realistic dwarven Sparta", try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].
  
Line 708: Line 517:
 
Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.
 
Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.
  
===Mesoamerican Dwarves===
+
===Mesoamerican Dwarfs===
 
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)
 
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)
 
** BONUS: Flood the farms annually.
 
** BONUS: Flood the farms annually.
Line 741: Line 550:
 
* No workshop dwarf should leave their respective burrow.  Ever.
 
* No workshop dwarf should leave their respective burrow.  Ever.
 
* Good luck keeping all these stockpiles supplied all the time without getting lost!
 
* Good luck keeping all these stockpiles supplied all the time without getting lost!
 
===Becoming the abomination you sought to kill===
 
 
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the forteress but none of them actually KNOWS the other are pursuing the same goal undetected!
 
 
Here is a typical set of laws:
 
 
-No hunting
 
 
-No trading
 
 
-Only one batch of alcohol is to be produced per year (that's 1 drink per dwarf, tops).
 
 
-Constant war with all elves
 
 
-No military training
 
 
-No magical materials (nothing above steel)
 
 
-Forteress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the "glorious death defeating the dragon by any means necessary" plan). Did I mention the alcohol restrictions turns dwarf insane?
 
 
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONCIOUS is untrustworthy...
 
 
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".
 
 
===The Hive===
 
*All dwarves have all labors on.
 
**Dwarf Therapist helps with this.
 
**Hunting and fishing are optional.
 
*The endgoal is to make a fully functioning "bee hive" like fortress, All rooms inside the hive must be the same size.
 
*The hive must be suspended in the sky like below (scale is your choice)
 
**BONUS: Suspend it over a volcano.
 
***MEGABONUS: Have a lever to drop the whole thing down into the volcano.
 
= is a Up/down stairway
 
O is the hive parts
 
   
 
    ======
 
  OOOO  =
 
  OOOOOO  =
 
  OOOOOO  =
 
  OOOO  =
 
          =
 
 
'''Urist's Legion'''
 
*Women are allowed no jobs, and must be held as breeding stock.
 
*Most of the men are military, and the rest are workers.
 
*All military armor must be leather. All weapons must be iron swords and spears.
 
*Only appoint named dwarves to noble position.
 
*The expedition leader must be kept safe, and will do nothing.
 
*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!
 
MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.
 
 
 
 
 
==The Bunker==
 
*No Embark Requirement
 
*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
 
*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 must immediately wall it off, with the miner trapped outside, sentence to death.
 
*All crimes are punished with death once inside the bunker
 
*What the leader say is law
 
**BONUS: Dedicate your bunker to a specific goal, such as producing enough booze for 100 years, or some arbitrary and pointless lay
 
***MEGABONUS: Cause an accident that will kill off a majority of the bunker, except for a handful of dwarves (such as cracking open the water tank to flood the residential areas of the bunker)
 
*Variant: Send a quarter of your dwarves into the bunker while its being constructed with only the farm functional as well as a small amount of food, seed, water, and wood.
 
 
==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.
 
 
* All dwarves are to be conscripted into the military. No weapon use in combat (including weapon traps), no metal armor allowed. Dwarves must kill personally the animals they wear the skin/bone of. Picks are allowed for killing inorganic, solid FB's, but every creature of flesh and bone must be attacked with unarmed combat or wrestling.
 
**BONUS : all dwarves must be at least Proficient wrestlers/strikers/fighters
 
***MEGABONUS : all dwarves must be Legendary wrestlers/strikers/fighters
 
****ULTRABONUS : all dwarves must have killed an enemy siege by themselves
 
*****SADISTICDWARFBONUS : Assault hell with your bunch of überdwarves. Win.
 
* All dwarves have to have and train at least one truly dwarven skill, like leatherworking, metalworking (any), stoneworking, bone carving, or brewing.
 
**BONUS : one of these to legendary.
 
* All dwarves have to train mining. Not allowed for fighting, excepted for creatures that cannot be harmed by weaponless combat. (iron FB's, steel titans, etc.)
 
* Dwarves may eat only animal based products. Plant-based drinks are alright.
 
**BONUS : No fat dwarves, all must have generally superior physical attributes
 
***MEGABONUS : No attributes in the red
 
****ULTRABONUS : All attributes at maximum. We're talking about überdwarves after all.
 
*No dedicated haulers. No large amount of idlers.
 
**BONUS : Keep a minimum amount of idlers, excluding breaks
 
*No hospital. Weakness is punishable by death.
 
**BONUS : No water use, water is undwarven and poisons the dwarf.
 
***MEGABONUS : No tombs. Death is not acceptable.
 
****ULTRABONUS : Infect your whole fort with a werebeast curse. (A sufficiently dwarven animal is required, like badgers). No more need for hospital.
 
*Make your entire fortress out of stone. As tough as the dwarves that live inside.
 
**BONUS : Rebuild it out of iron, for even more toughness
 
***MEGABONUS : Same but with steel
 
****ULTRABONUS : Same but with adamantine
 
*As soon as your babies turn into children, put them into a hellish training regimen that will train him and make him into a true dwarf. Death is of course, synonym of weakness.
 
**BONUS : Make them fight wild creatures into an arena.
 
***MEGABONUS : 40 children VS 1 megabeast. WHO WINS ?
 
****ULTRABONUS : Get them as legendary fighters by the time of their puberty
 
*All dwarves must be hardened of spirit. You must give all of your dwarves "doesn't care about anything anymore" trait.
 
**BONUS : Trait must be earned by killing, NOT seeing death.
 
*Each dwarf must kill at least one beast and one sentient enemy.
 
**BONUS : Each dwarf must have earned a title by slaying enemies, which MUST be suitably appropriate.
 
***MEGABONUS : Each dwarf must have killed at least 10 sentient enemies. Each dwarf must also have some Butcher skill, for added terror.
 
****ULTRABONUS : Each dwarf must have killed at least 100 sentient enemies
 
*****SADISTICDWARFBONUS : Each dwarf must have killed at least 1000 sentient enemies.
 
*Each dwarf must have a pet that will help him in combat.
 
**BONUS : each dwarf must have a fearsome predator as pet
 
***MEGABONUS : each dwarf must have a semimegabeast as pet
 
****ULTRABONUS : each dwarf must have a megabeast as pet
 
*No vampires allowed, vampires gain things far too easily.
 
**BONUS : Mod difficult creatures that blood gives stat bonuses to your dwarves.
 
*Every dwarf's personality must be that of the überdwarf. No anxiety, anger is irrelevant, no depression, average to low self-consciousness, immoderation is irrelevant, no vulnerability, friendliness is irrelevant, gregariousness is irrelevant, very high assertiveness, very high activity level, very high excitement seeking, high cheerfulness, high imagination, high artistic interest, high emotionality, very high adventurousness, very high intellectual curiosity, low liberalism, medium trust, high straightforwardness, altruism is irrelevant (that's what makes evil überdwarves differ from good ones), cooperation is irrelevant (same as before), MINIMUM modesty (what's an überdwarf without pride ?), sympathy is irrelevant, maximum self efficacy, high orderliness, high dutifulness, very high achievement striving, very high self discipline, cautiousness is irrelevant. Basically think the übermensch, but dwarven.
 
*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 let your überdwarves do whatever they want;
 
*BONUS : all of them must live as conquerors
 
**MEGABONUS : all of them must live as civilization leaders
 
***ULTRABONUS : all of them must kill EVERYTHING ELSE in the world and create a new utopia.
 
  
 
==Megaprojects==
 
==Megaprojects==
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]]!
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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 {{l|Megaprojects|Megaprojects page}}!

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