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I'm not here to craft toy hammers, I'm here to finish the game
Many thanks
You can finish when your colony becomes the capital. Or when you replace all surface tiles with green glass topped with magma. Or when you colonize the underworld.
1. A glorified ant farm (with dorfs instead of ants)
2. A story generator (by stimulating your imagination instead of providing a narrative)
Everything else, is up to you, the player.
I was checking how long to beat - and it says 75-150 hours
Wow
After the tutorials I'll be aiming for 6 in game years and taking down another fortress
Just came from Rimworld - many of the same ideas
Rimworld was inspired by Dwarf Fortress.
I'd suggest you dig really far into the ground and get the adamantine down there. It's really good for armor and weapons, and you'll FOR SURE win.
yeah i noticed rimworld seems to copy a lot of the ideas - this is the real deal
Dorf Defent
The game itself is a city builder, but you have a RPG through adventure mode. It's rather barebone, but you can visit your own fort or have your advbenturer in your fort. They interact with each others, which is cool.
Early on, learning how to play is likely going to be your primary goal. Later you'll find your own. Make a necromancer fort, a vampire one, take over the world, save a civilization from the brink of death, build a bridge to cross the sea and go to a new continent, breed unicorn because why not, make an obsidian spire near the ocean, an ice fort in the pole, ....
Whatever you want.
Rimworld is a lot more streamlined, there is a lot of "useless" stuff in DF, like you can make a wall in claystone or granite, but it's all the same. Some materials are going to have different value, but the msot of them aren't.
It's also a lot more traditional gaming, efficiency seeking with quests and pre-built story with a clear end to it. While DF is open.
DF is truly sandbox. Even difficulty can range from "super easy" to "lol I died 5m in". Whatever you do is up to you. It's also more based on organic storytelling, where stuff happen and you can roll with it with you want. A small example I often give is that one time my whole fort was obsessed by a cat which died early. Making sculpture of it, and even artifacts. Telling the cat story to merchants (who, in turn, propagate that story to their civilization). One day, I noticed the cat's body was at the bottom of our waterfall, so I made a big work to cut the waterfall flow, get the corpse back and bury it in a dedicated mausoleum. Ironically, the dwarves never spoke of that cat after that.
Plenty of stories that can emerge, small or big. Having the legends nearby, which is basically the entire history of the world, helps.
With mods you can do even more exotic goals - like fully domesticating dragons.