|This article is about an older version of DF.|
good for nothing piles of turd dwarves that do pretty much nothing, except for demanding everything have "special duties " in addition to or instead of the duties of normal dwarves. Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a better office.
Settings specific to each noble can be set on the Nobles & Administrators Screen, accessible via the key.
These are nobles that rise from your body of existing dwarves. With the exception of the Leader/Mayor, you can appoint or replace any at any time through the obles & administrators screen.
See main articles for more information in all cases.
- Listens to the complaints of other dwarves to make them happier. Uses social skills. Needs an office in order to meet with outpost liaisons. It is not possible to reassign this post – at least while the original holder of the title remains alive. Your initial expedition leader is automatically chosen for you before the game starts based largely on administrative and social skills. A starting dwarf given just Novice level in appraisal is usually selected for this job, and additional, similar skills almost ensure it 100%.
You can only appoint a new Expedition Leader if your original is slain. If you do not choose a new one, a random dwarf will be semi-randomly selected for the job after about half a season.
- Automatically promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make mandates. The position of mayor is up for election every couple of years, but the existing mayor can be re-elected. This election is apparently influenced heavily by the number of friends your dwarfs have at the time of the election, and can sometimes result in non-optimal selections (mayors with no appropriate skills whatsoever elected over well-qualified candidates), but the process is not completely understood (just like the real world!).
- Utilizes the appraiser skill and social skills. Is the person you send to the Trade depot to do your trading. Lets you see the imported/exported wealth of your fortress.
- Broker changes title according to the status of your fortress.
- Utilizes the organizer skill. Allows the use of item build queues through the obs -> anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.
- Changes title according to the status of your fortress.
- Utilizes the record keeper skill. Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -> 7000, 7823 -> 8000).
The same office can be used to both take stock and to approve work orders, for both the bookkeeper and the manager, early it is fine to have these two responsibilities shared by the same dwarf, saving on real estate and decorating costs in the early game. Later though as your fort increases you may want to separate them so bookkeeping isn't taking your manager's time.
- You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.
These nobles appear in immigration waves and can never be appointed or replaced* by the player.
- (* unless the player arranges for an unfortunate accident.)
See main articles for more information in all cases.
Ruler of your parent civilization and upgrades your fort to Mountainhome. Will usually arrive with an entourage...
Occasionally same gender as the King, although this has been fixed in the dev log.
Arrives with the King's entourage.
Arrives at 80 dwarves and an unverified exported wealth.
Arrives with the Baron(ess).
Trains and cares for animals and performs miscellaneous metalsmithing tasks.
He or she will enforce the law with a mighty hammer. Arrives with the Baron.
Arrives either at 80 dwarves or with the Baron (equivalent).
The nobles require various rooms assigned to them. If you're running out of time and your noble is starting to get angry, here are some tips on increasing the value of the room quickly. As a quick reference, here is a summary of those rooms:
|Advisor||Great Bedroom||Great Dining Room||Throne Room||—|
|Baron(ess)||Decent Bedroom||Decent Dining Room||Decent Office||Tomb|
|Baron(ess)'s consort||Decent Bedroom||Decent Dining Room||—||Tomb|
|Captain of the guard||Quarters||Dining Room||Office||—|
|Count(ess)||Great Bedroom||Great Dining Room||Throne Room||Mausoleum|
|Count consort||Great Bedroom||Great Dining Room||—||Mausoleum|
|Duke||Grand Bedroom||Grand Dining Room||Opulent Throne Room||Grand Mausoleum|
|Duke Consort||Grand Bedroom||Grand Dining Room||—||Grand Mausoleum|
|Dungeon Master||Quarters||Dining Room||Office||Burial Chamber|
|Hammerer||Modest Quarters||Dining Room||—||—|
|King/Queen||Royal Bedroom||Royal Dining Room||Royal Throne Room||Royal Mausoleum|
|King/Queen Consort||Royal Quarters||Royal Dining Room||—||Royal Mausoleum|
|Mayor||Decent Quarters||Decent Dining Room||Decent Office||—|
|Sheriff||Modest Quarters||Modest Dining Room||Modest Office||—|
|Tax Collector||Modest Quarters||Modest Dining Room||Office||—|
The easiest way to give dwarves a meager office is simply to assign them a single seat in your communal dining room, making the designated "office" 1-tile large.
It may be worth assigning an empty noble position to the spouse of another noble, so that they'll share the grand bedroom and then you don't have to build one for each.