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Editing 40d:Mandate

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A mandate is a [[noble]]'s request that your dwarves produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.
A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will. Fulfilling the mandate gives the noble a happy [[thought]].
 
  
Mandates should not be confused with [[demand]]s.
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There are two types of mandates, production mandates and export bans.  Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items. Note that requests for a specific metal like [[pig iron]] can literally be fufilled by smelting pig iron.
  
The [[King]] and consort, [[advisor]], [[philosopher]], [[hammerer]], and [[dungeon master]] make no mandates. The [[Baron]], [[Baron consort]], [[mayor]], and [[tax collector]] can have one active mandate. The [[Count]] and [[Count consort]] can have two simultaneous mandates each, while the [[Duke]] and consort can each have up to three.
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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. While selecting goods to be brought to the depot, you can select "culling on mandates" so that the item list won't include objects you can't export due to a mandate.
  
There are two types of mandates: production mandates and export bans.
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When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single mug is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Purchasing the required items at a trade [[caravan]] will not fulfill a mandate.  Making metal items includes smelting ore to create metal bars of that type.
  
== Production Mandate ==
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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 couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then the mandate has been fulfilled, or it is an export ban.
  
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single [[mug]] is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate, but traded metal ore and bars can be used for further processing. Making metal items includes smelting [[ore]] to create metal [[bar]]s of that type, notable for metals that have the brittle tag and thus can't be made into anything: [[pig iron]] and [[bismuth]]. Due to the mechanics of smelting, one job can produce up to 4 metal bars ([[bismuth bronze]], [[fine pewter]], [[rose gold]]...), these will count as 4 items.  
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If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves might be sentenced with the 'violation of production order' [[Justice|crime]].  The dwarves sentenced will always have the skills appropriate to the mandate; a failed mandate for the production of [[quiver]]s will sentence [[leatherworker]]s. If the noble can't find any dwarfs suitable, or cannot punish any dwarves because of noble or legendary status, he will get another unhappy thought.
  
If you are on a map without [[flux]] and a noble is requesting pig iron products, order some flux stones from the dwarven caravan. If the trade liaison isn't offering any, see below.  
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Fulfilling the mandate gives the noble a happy [[thought]].
  
If you are on a map without [[sand]] and a noble is requesting windows, the recommended procedure is to arrange an [[unfortunate accident]]. Outbalancing the odd, or even regular, unsatisfied mandate with other happy thoughts is not that hard though.
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Happy [[noble]]s make fewer mandates and [[demand]]s than unhappy ones.
  
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. Nobles prefer to punish dwarves whose profession is related to the mandate, but if none are available then they will pick a citizen at random. If the noble can't sentence ''any'' dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.
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Mandates should not be confused with [[demand]]s.
 
 
== Export Bans ==
 
 
 
Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.
 
 
 
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 murdering the mandater). Due to a bug, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, because only the bin itself is marked as having been brought to the depot by a specific citizen.{{bug|3206}}
 
 
 
== Mandates & preferences ==
 
Personal [[preference]]s have a strong influence on what type of items and what type of [[material]]s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.
 
 
 
Nobles with extraordinary preferences or preferences for items or materials that are either unavailable on your map or are just too hard to produce (a judgment call) will be a problem for your fortress.  You only have (limited) control over choosing one noble who makes mandates, and that is your (future) [[mayor]]. When you start a new fortress, in the [[embark]] screen, choose your [[expedition leader]] wisely, as it is most likely that they will become your Mayor (even if they don't stay that way in the long term).  Take a look at their preferences, and decide if they might be a problem - while you can import many materials via [[trade]], producing [[dragon]] [[bone]] or [[glass]] items to meet a mandate may be impossible, depending on your game map, and even producing [[pig iron]] or [[steel]] items, or banning an export on all [[obsidian]] items or [[mug]]s could be problematic, depending on your playstyle and fortress.  If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.
 
 
 
== Viewing Mandates ==
 
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 couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.
 
 
 
 
 
{{Category|Nobles}}
 
{{Category|Fortress mode}}
 

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