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Difference between revisions of "Guildhall"

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[[File:meeting_icon_preview.png|right]]
  
A '''guildhall''' is a place where [[dwarves]] belonging to a [[guild]] socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default) within your fortress. A guildhall by default requires 2000☼ in zone [[wealth]], and a Grand Guildhall needing 10000☼ to be considered established. Both population and zone wealth requirements can be modified in [[d_init.txt]]. A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.  
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A '''guildhall''' is a [[location]] where [[dwarves]] can demonstrate [[skills]] to each other, satisfying many social [[need]]s.
  
== World ==
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Once a single profession has sufficient members (10 by default) within your fortress, they can form a [[guild]] and [[petition]] for a properly-furnished guildhall. A guildhall by default requires {{Tooltip|2,000☼|6,000☼ with hard economy}} [[room value]], and a Grand Guildhall needing {{Tooltip|10,000☼|30,000☼ with hard economy}} to be considered established. Both population and [[item value]] requirements can be modified in the [[difficulty]] settings.
  
Guilds will establish in the cities of civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftmanship]], and, thus, will build guildhalls (primarily dwarven civilizations in an unmodded game, but human cities have been seen building guildhalls, too).
+
==Creation==
 +
Guildhalls are designated from any [[meeting area]] {{k|z}}one. Though they are linked to [[guild]] societies, established guilds are not necessary to organize demonstrations.
  
==Fortress mode==
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Upon creation ({{K|z}}->Meeting Area->Assign Location->New Guildhall), the new guildhall will be given a random [[name]], possibly based on the relevant profession. For example, a [[ranger]]'s guildhall could be named {{dftext|"The Grove of Deer"}}. It can be renamed from the Location information screen after clicking on it in the Zone menu.  Once a guildhall is set up, you can see its [[room value]] on the locations screen, which also tells you if the guildhall is up to the desired standard - when it says '''{{dftext|Agreed to build guildhall|2:1}}''' the requirements are not yet met.
Guildhalls are designated {{K|l}}[[Location|ocations]] in fortress mode, designated from any [[meeting area]].
 
  
Upon creation ({{K|i}}->{{K|m}}-{{K|l}}-{{K|a}}-{{K|g}}), the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example {{dftext|"The Grove of Deer"|}} for Rangers - it can be renamed by pressing {{k|n}} in the locations screen.  Once a guildhall is set up, you can see its [[room value]] on the locations screen, which also tells you if the guildhall is up to the desired standard - when it says '''{{dftext|Agreed to build guildhall|2:1}}''' the requirements are not yet met.
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==Uses==
 +
Guildhalls provide socialization and communal skill learning via demonstrations. As long as two dwarves are idling in a guildhall, a dwarf trained in a relevant skill can demonstrate it to the other, and highly-skilled dwarves lead demonstrations more frequently - the same activity that soldiers do when [[training]] in their [[barracks]].
  
===Uses===
 
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks.
 
 
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''{{dftext|All visitors welcome|2:1}}''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.
 
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''{{dftext|All visitors welcome|2:1}}''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.
  
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need - for example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given, unused idle hands will be trained in the professions you need, and soon enough, a guild will establish itself. [[Children]] can also participate in guildhall demonstrations, thus allowing them to get potentially more useful [[strange mood]]s than normal, and learn skills ahead of time for when they become adults.
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As dwarves don't normally seek out guildhalls, [[Stockpile|stockpiling]] [[alcohol]] and building [[workshops]] in a guildhall will make spending idle time more appealing and result in more demonstrations.
 +
 
 +
As even halls without established guilds will have demonstrations given to idlers, you can build halls for the professions that you need. For example, instead of waiting for weaponsmiths to [[Immigration|immigrate]], make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given, unused idle hands will be trained in the professions you need, and soon enough, a guild will form.
 +
 
 +
[[Children]] can participate in guildhall demonstrations, allowing them to learn skills before they become adults. Depending on what they learn, this can provide more valuable options if they enter a [[strange mood]] beyond common [[Finished goods|crafts]].
 +
 
 +
===Thoughts===
 +
A demonstration will satisfy the "learn something", "practice a skill" (though it does not raise their own skills), and "help somebody" [[need]]s for the [[teacher]]. [[Emotion]]ally, the participants feel interest, wonder and satisfaction for participating in a demonstration.
  
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.  Furthermore, a guildhall will satisfy the "learn something", "practice a skill", and "help somebody" [[need]]s for the one doing the demonstration. [[Emotion]]ally, the (dwarven) participants feel interest, wonder and satisfaction for participating in a demonstration. Should you deny or ignore the petition for a guildhall, the dwarves involved will get an unhappy thought about it.
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If a guild's petition has been accepted, but has not been built after one year, the agreement to establish a guildhall will be abandoned. Should you deny or ignore the petition, the dwarves involved will get an unhappy thought about it.
  
== Adventurer Mode ==
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===Synergy===
 +
A [[doctor]]'s hall can be assigned to the same [[meeting area]] as a [[hospital]] - this has the added benefit that you will always have medically trained personnel in your hospitals, rather than having to train off of [[wound]]s.
 +
 
 +
A [[burrow]] can be designed such that any dwarf assigned to it can act as a full-time [[teacher]]. The burrow must refuse outside materials for workshops, and must not include any other meeting areas. To keep the teacher in the right place, add a [[bedroom]] and a [[dining hall]] stocked with amenities.
 +
 
 +
===Profession Guildhalls===
 +
[[Profession]] guild halls cover generalized skill sets, though they are listed alongside the other guilds and not marked differently. These are based on the category that the skills are from. For example [[Ranger]] covers [[Ambusher]], [[Animal caretaker]], [[Animal dissector]], [[Animal trainer]], and [[Trapper]].
 +
 
 +
{| class="wikitable"
 +
! [[Guildhall]] !! Skills
 +
|-
 +
| {{Dwarf|6:1|20px}} [[Woodworker]] || [[Bowyer]], [[Carpenter]], [[Wood cutter]]
 +
|-
 +
| {{Dwarf|7:1|20px}} [[Stoneworker]] || [[Mason]], [[Stone carver]], [[Stonecutter]], [[Engraver]]
 +
|-
 +
| {{Dwarf|2:0|20px}} [[Ranger]] || [[Ambusher]], [[Animal caretaker]], [[Animal dissector]], [[Animal trainer]], [[Trapper]]
 +
|-
 +
| {{Dwarf|5:0|20px}} [[Doctor]] || [[Bone doctor]], [[Diagnostician]], [[Surgeon]], [[Suturer]], [[Wound dresser]]
 +
|-
 +
| {{Dwarf|6:0|20px}} [[Farmer]] || [[Beekeeper]], [[Brewer]], [[Butcher]], [[Cheese maker]], [[Cook]], [[Dyer]], [[Gelder]], [[Planter]], [[Herbalist]], [[Lye maker]], [[Milker]], [[Miller]], [[Potash maker]], [[Presser]], [[Shearer]], [[Soaper]], [[Spinner]], [[Tanner]], [[Thresher]], [[Wood burner]]
 +
|-
 +
| {{Dwarf|1:0|20px}} [[Fishery Worker]] || [[Fish cleaner]], [[Fish dissector]], [[Fisherdwarf]]
 +
|-
 +
| {{Dwarf|0:1|20px}} [[Metalsmith]] || [[Armorsmith]], [[Furnace operator]], [[Metal crafter]], [[Blacksmith]], [[Weaponsmith]]
 +
|-
 +
| {{Dwarf|2:1|20px}} [[Jeweler]] || [[Gem cutter]], [[Gem setter]]
 +
|-
 +
| {{Dwarf|1:1|20px}} [[Craftsdwarf]] || [[Bone carver]], [[Bookbinder]], [[Clothier]], [[Glassmaker]], [[Glazer]], [[Leatherworker]], [[Papermaker]], [[Potter]], [[Stone crafter]], [[Wax worker]], [[Weaver]], [[Wood crafter]], [[Strand extractor]]
 +
|-
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| {{Dwarf|4:1|20px}} [[Engineer]] || [[Mechanic]], [[Pump operator]], [[Siege engineer]], [[Siege operator]], [[Student]]*, [[Teacher]]*
 +
|}
 +
 
 +
<nowiki>*:</nowiki> These skills do not have an associated profession.
 +
 
 +
== World ==
 +
Guilds, a type of [[:Category:Entities|entity]], form in [[civilization]]s that value [[Personality value#CRAFTSMANSHIP|craftmanship]] and [[Personality value#COOPERATION|cooperation]], and will build guildhalls in [[Site|cities]]. All dwarven civilizations are able to form guildhalls, as can some [[human]]s.  A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect.
  
 
You can visit the guildhalls of guilds in [[adventurer mode]]. E.g: In human towns, these buildings consist of three levels: The lowest, a storage level filled with bins, the second filled with chairs and tables, and the third with some chairs and tables, but mostly display furniture. Guilds will fill the display furniture with quality items of the type the guild specializes in.
 
You can visit the guildhalls of guilds in [[adventurer mode]]. E.g: In human towns, these buildings consist of three levels: The lowest, a storage level filled with bins, the second filled with chairs and tables, and the third with some chairs and tables, but mostly display furniture. Guilds will fill the display furniture with quality items of the type the guild specializes in.
  
[[File:Df guildhall.png|800px|thumb|center|Image of a guild hall in a human town in adventure mode. The leftmost image is the lowest storage area, the middle, the socialization area, and, at the top, an area for the display of guild items. This being a clothier guild, they put quality clothes on display.]]
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[[File:Df guildhall.png|800px|thumb|center|Image of a guild hall in a human town in adventure mode. The leftmost image is the lowest storage area, the middle, the socialization area, and, at the top, an area for the display of the guild's specialty items. This being a clothier guild, they put quality clothes on display.]]
 
 
== Bugs ==
 
  
* Game crashes when trying to designate a guildhall in adventure mode. {{bug|11624}}
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==Bugs==
 +
*It is possible for guildhall agreements to be both satisfied and abandoned at once. This happens when some sort of work or modification is being done on the guildhall at the very moment the timer of the agreement has expired. This can also cause citizens related to that guild to have a negative and positive thought at once.
  
 
{{world}}
 
{{world}}
 
{{Category|Locations}}
 
{{Category|Locations}}

Latest revision as of 13:53, 18 February 2025

This article is about the current version of DF.
Note that some content may still need to be updated.

Meeting icon preview.png

A guildhall is a location where dwarves can demonstrate skills to each other, satisfying many social needs.

Once a single profession has sufficient members (10 by default) within your fortress, they can form a guild and petition for a properly-furnished guildhall. A guildhall by default requires 2,000☼ room value, and a Grand Guildhall needing 10,000☼ to be considered established. Both population and item value requirements can be modified in the difficulty settings.

Creation[edit]

Guildhalls are designated from any meeting area zone. Though they are linked to guild societies, established guilds are not necessary to organize demonstrations.

Upon creation (z->Meeting Area->Assign Location->New Guildhall), the new guildhall will be given a random name, possibly based on the relevant profession. For example, a ranger's guildhall could be named "The Grove of Deer". It can be renamed from the Location information screen after clicking on it in the Zone menu. Once a guildhall is set up, you can see its room value on the locations screen, which also tells you if the guildhall is up to the desired standard - when it says Agreed to build guildhall the requirements are not yet met.

Uses[edit]

Guildhalls provide socialization and communal skill learning via demonstrations. As long as two dwarves are idling in a guildhall, a dwarf trained in a relevant skill can demonstrate it to the other, and highly-skilled dwarves lead demonstrations more frequently - the same activity that soldiers do when training in their barracks.

Visitors to your fortress can also hold demonstrations in the guildhall when the hall is set as All visitors welcome in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.

As dwarves don't normally seek out guildhalls, stockpiling alcohol and building workshops in a guildhall will make spending idle time more appealing and result in more demonstrations.

As even halls without established guilds will have demonstrations given to idlers, you can build halls for the professions that you need. For example, instead of waiting for weaponsmiths to immigrate, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given, unused idle hands will be trained in the professions you need, and soon enough, a guild will form.

Children can participate in guildhall demonstrations, allowing them to learn skills before they become adults. Depending on what they learn, this can provide more valuable options if they enter a strange mood beyond common crafts.

Thoughts[edit]

A demonstration will satisfy the "learn something", "practice a skill" (though it does not raise their own skills), and "help somebody" needs for the teacher. Emotionally, the participants feel interest, wonder and satisfaction for participating in a demonstration.

If a guild's petition has been accepted, but has not been built after one year, the agreement to establish a guildhall will be abandoned. Should you deny or ignore the petition, the dwarves involved will get an unhappy thought about it.

Synergy[edit]

A doctor's hall can be assigned to the same meeting area as a hospital - this has the added benefit that you will always have medically trained personnel in your hospitals, rather than having to train off of wounds.

A burrow can be designed such that any dwarf assigned to it can act as a full-time teacher. The burrow must refuse outside materials for workshops, and must not include any other meeting areas. To keep the teacher in the right place, add a bedroom and a dining hall stocked with amenities.

Profession Guildhalls[edit]

Profession guild halls cover generalized skill sets, though they are listed alongside the other guilds and not marked differently. These are based on the category that the skills are from. For example Ranger covers Ambusher, Animal caretaker, Animal dissector, Animal trainer, and Trapper.

Guildhall Skills
Woodworker Bowyer, Carpenter, Wood cutter
Stoneworker Mason, Stone carver, Stonecutter, Engraver
Ranger Ambusher, Animal caretaker, Animal dissector, Animal trainer, Trapper
Doctor Bone doctor, Diagnostician, Surgeon, Suturer, Wound dresser
Farmer Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Gelder, Planter, Herbalist, Lye maker, Milker, Miller, Potash maker, Presser, Shearer, Soaper, Spinner, Tanner, Thresher, Wood burner
Fishery Worker Fish cleaner, Fish dissector, Fisherdwarf
Metalsmith Armorsmith, Furnace operator, Metal crafter, Blacksmith, Weaponsmith
Jeweler Gem cutter, Gem setter
Craftsdwarf Bone carver, Bookbinder, Clothier, Glassmaker, Glazer, Leatherworker, Papermaker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Strand extractor
Engineer Mechanic, Pump operator, Siege engineer, Siege operator, Student*, Teacher*

*: These skills do not have an associated profession.

World[edit]

Guilds, a type of entity, form in civilizations that value craftmanship and cooperation, and will build guildhalls in cities. All dwarven civilizations are able to form guildhalls, as can some humans. A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect.

You can visit the guildhalls of guilds in adventurer mode. E.g: In human towns, these buildings consist of three levels: The lowest, a storage level filled with bins, the second filled with chairs and tables, and the third with some chairs and tables, but mostly display furniture. Guilds will fill the display furniture with quality items of the type the guild specializes in.

Image of a guild hall in a human town in adventure mode. The leftmost image is the lowest storage area, the middle, the socialization area, and, at the top, an area for the display of the guild's specialty items. This being a clothier guild, they put quality clothes on display.

Bugs[edit]

  • It is possible for guildhall agreements to be both satisfied and abandoned at once. This happens when some sort of work or modification is being done on the guildhall at the very moment the timer of the agreement has expired. This can also cause citizens related to that guild to have a negative and positive thought at once.
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