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Difference between revisions of "v0.34:Liaison"
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− | [[Liaison]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months). Liasons generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a liaison allows you to discuss various diplomatic matters. | + | [[Liaison]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months). Liasons generally appear on the map edge around the time that civilization's [[caravan]] would arrive. Meeting with a liaison allows you to discuss various diplomatic matters. |
In the event that your leader is unable to perform the "conduct meeting" task for approximately six months, or if your leader is replaced, killed or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|"unhappy"]]. An unhappy liaison will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the liaison successfully met with your leader or just gave up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]]. | In the event that your leader is unable to perform the "conduct meeting" task for approximately six months, or if your leader is replaced, killed or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|"unhappy"]]. An unhappy liaison will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the liaison successfully met with your leader or just gave up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]]. | ||
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− | The Human liaison may offer to end hostilities with a peace accord. Other than that, the Human liaison generally turns right around and heads back to the map edge. | + | The [[Human]] liaison may offer to end hostilities with a peace accord. Other than that, the Human liaison generally turns right around and heads back to the map edge. |
Note that all [[trap]]s "seen" by the Human liaison will be ineffective against subsequent Human attackers. | Note that all [[trap]]s "seen" by the Human liaison will be ineffective against subsequent Human attackers. | ||
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− | The Elven liaison will not currently appear due to a bug{{bug|0003295}}. The Elven liaison would normally negotiate a tree-cutting quota, and threaten Elvish retaliation if your dwarves exceed the limit. | + | The [[Elves|Elven]] liaison will not currently appear due to a bug{{bug|0003295}}. The Elven liaison would normally negotiate a tree-cutting quota, and threaten Elvish retaliation if your dwarves exceed the limit. |
Revision as of 19:37, 29 November 2012
This article is about an older version of DF. |
Liaisons may be sent by other civilizations to speak to your noble dwarves (and they will speak to those dwarves, even if they have to wait at their bedside in the hospital for months). Liasons generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a liaison allows you to discuss various diplomatic matters.
In the event that your leader is unable to perform the "conduct meeting" task for approximately six months, or if your leader is replaced, killed or taken by a strange mood, the liaison may decide to leave your fortress "unhappy". An unhappy liaison will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the liaison successfully met with your leader or just gave up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go insane.
If a liaison is killed, a new liaison will arrive the following year. The death of a liaison will, however, strain relations with the represented civilization, and might result in a siege.
Dwarven
"Our fortunes rise and fall together."
The Dwarven liaison will seek to draw up a trade agreement: you'll be asked to indicate your demand for all the different kinds of goods; this will cause prices to be quoted, and will strongly influence the contents of next year's caravan. In return, the liaison will indicate the prices that will be paid for goods the dwarven civilization particularly desires (you are not obligated to trade any of those items). If you have satisfied the requirements for becoming a barony, the liaison will also grant you the opportunity to appoint a baron; upon satisfying the requirements for becoming a county or duchy, the liaison will also promote your baron to a count or duke. Note that these appointments/promotions only occur if the liaison leaves the map alive.
Dwarven liaisons will no longer arrive once the monarch moves to your fortress.
Humans
"Greetings, noble dwarf. There is much to discuss."
The Human liaison may offer to end hostilities with a peace accord. Other than that, the Human liaison generally turns right around and heads back to the map edge.
Note that all traps "seen" by the Human liaison will be ineffective against subsequent Human attackers.
Elves
"Greetings from the woodlands. We have much to discuss."
The Elven liaison will not currently appear due to a bugBug:0003295. The Elven liaison would normally negotiate a tree-cutting quota, and threaten Elvish retaliation if your dwarves exceed the limit.