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Editing 40d:Strange mood
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=== Conditions === | === Conditions === | ||
− | In order for a dwarf to be struck with a strange mood, | + | In order for a dwarf to be struck with a strange mood, 4 conditions must be met: |
+ | :* The fortress has had a population higher than 20 at some point, | ||
:* There is no currently active strange mood, | :* There is no currently active strange mood, | ||
:* The maximum number of artifacts is not met, | :* The maximum number of artifacts is not met, | ||
− | :* There | + | :* There is at least 1 eligible dwarf ''(see below)''. |
− | If all | + | If all four of these conditions are true, the game may trigger a strange mood according to the frequency. |
==== Maximum number of artifacts ==== | ==== Maximum number of artifacts ==== | ||
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:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Building designer|Architect]], [[Alchemist's laboratory|Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)'' | :''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]], [[Administrator]], [[Trader]], [[Building designer|Architect]], [[Alchemist's laboratory|Alchemist]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)'' | ||
+ | |||
=== Chance === | === Chance === |