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Editing v0.34:Mandate

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* '''5 mandates:''' [[Monarch]]  
 
* '''5 mandates:''' [[Monarch]]  
  
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a month or two before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.
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Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a season or two before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.
 
 
Mandates of a noble will end automatically when the noble dies. Mandates of a mayor end instantly when they are voted out of office, but will remain in force if a mayor is replaced by nominating another one from the nobles screen. If the replaced mayor has no other administrative position, such a lingering mandate will only be displayed on the dwarf's personal thoughts page, not on the nobles screen, and is thus easy to overlook and accidentally violate.
 
  
 
== Production Mandate ==
 
== Production Mandate ==
  
When a noble makes a production mandate, you will have roughly half a year to fulfill it.  These mandate the production of certain goods, specifying the desired type, just like export bans.  In previous versions, items (of any type) of a desired material could be mandated. This is no longer possible in 34.11.
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When a noble makes a production mandate, you will have about a year {{verify}} to fulfill it.  These mandate the production of certain goods, specifying the desired type, just like export bans.  In previous versions, items (of any type) of a desired material could be mandated. This is no longer possible in 34.11.
  
 
Getting the required items from a [[caravan]] will not fulfill a mandate.
 
Getting the required items from a [[caravan]] will not fulfill a mandate.
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== Export Bans ==
 
== Export Bans ==
  
Export bans forbid the export of a certain item type, like [[armor|greaves]]. These bans are temporary, they last about half a year (approximately the same length as a production mandate) and then are ended by your noble.
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Export bans forbid the export of a certain item type, like [[armor|greaves]].
  
 
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the "culling on mandates" option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}
 
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the "culling on mandates" option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}
 
[[Melt]]ing a banned item also does not violate the restriction.
 
  
 
== Mandates & preferences ==
 
== Mandates & preferences ==
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Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress.  You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[Mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. Large gems for example are only created very rarely and randomly when cutting up rough gems at a [[jeweler's workshop|jeweller's shop]], so receiving regular mandates for the production of two or three of them can take inordinate mining and gem-cutting efforts. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.
 
Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress.  You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[Mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. Large gems for example are only created very rarely and randomly when cutting up rough gems at a [[jeweler's workshop|jeweller's shop]], so receiving regular mandates for the production of two or three of them can take inordinate mining and gem-cutting efforts. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.
 
==Requirements==
 
 
These are the criteria for a noble to issue a mandate{{cite forum|139032/5334341}}:
 
* Hasn't made a mandate/demand lately
 
* Isn't dead, hasn't left the map, isn't a projectile, and isn't caged
 
* Isn't insane (or in the middle of a mood)
 
* Isn't incapacitated (unconscious, webbed, or paralyzed)
 
* Isn't nauseated, winded, stunned, dizzy, or feverish
 
* Isn't bleeding
 
* Has a soul<sup>Bug: By this requirement, no nobles should give mandates</sup>
 
* Is a member of your fortress
 
 
It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically. 
 
  
 
{{Category|Nobles}}
 
{{Category|Nobles}}
 
{{Category|Justice}}
 
{{Category|Justice}}

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