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Editing Advanced Entity Position Mechanics

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There are two basic types of positions that are customizable: '''civ(ilization)''' level and '''site level'''. Positions with the tag [SITE] are at site level, positions without the tag [SITE] are at 'civ level'. These two types of nobles can be considered '''loosely related systems'''. There are a few places where they can interact with each other.
 
There are two basic types of positions that are customizable: '''civ(ilization)''' level and '''site level'''. Positions with the tag [SITE] are at site level, positions without the tag [SITE] are at 'civ level'. These two types of nobles can be considered '''loosely related systems'''. There are a few places where they can interact with each other.
  
Civ-level positions are in charge of the civilization as a whole, managing national trade, laws, and wars. These are, for example, the vanilla [[monarch]], [[princes]], [[diplomat]] and [[general]].
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Citizen-level positions are in charge of the civilization as a whole, managing national trade, laws, and wars. These are, for example, the vanilla [[monarch]], [[princes]], [[diplomat]] and [[general]].
  
 
'''LAND_HOLDERS''' nobles are also positions at civ-level. These units are members of the national government, but have gained hold over some land or site. Once they do, they move to that place, but their position is still regarded as a civ-level position.
 
'''LAND_HOLDERS''' nobles are also positions at civ-level. These units are members of the national government, but have gained hold over some land or site. Once they do, they move to that place, but their position is still regarded as a civ-level position.
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* <span style="color:blue">Possible in mods</span></br>
 
* <span style="color:blue">Possible in mods</span></br>
 
* <span style="color:red">Not possible</span></br>
 
* <span style="color:red">Not possible</span></br>
* <span style="color:orange">possible to some extent.</span></br>
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* <span style="color:orange">possible to some extend.</span></br>
 
* <span style="color:gray">not yet fully investigated.</span></br>
 
* <span style="color:gray">not yet fully investigated.</span></br>
 
{| {{prettytable}}
 
{| {{prettytable}}
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Nobles from your civilization can come to live at your fortress. This happens in vanilla with landholders such as [[Baron]], [[Count]] and [[Duke]], with the Monarch, but sometimes also with non-landed LAND_HOLDERS.
 
Nobles from your civilization can come to live at your fortress. This happens in vanilla with landholders such as [[Baron]], [[Count]] and [[Duke]], with the Monarch, but sometimes also with non-landed LAND_HOLDERS.
  
When a civ-level noble becomes a citizen at your location, their position is shown among the site-level positions in your [[nobles screen]]. They appear to function as a site-level noble. They may have demands, mandates, squads and the like. They can appoint nobles at the site-level.
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When a civ-level noble becomes a citizen at your location, his position is shown among the site-level positions in your [[nobles screen]]. They appear to function as a site-level noble. They may have demands, mandates, squads and the like. They can appoint nobles at the site-level.
  
 
If they have certain RESPONSIBILITY's, they do the tasks that go with them.
 
If they have certain RESPONSIBILITY's, they do the tasks that go with them.
  
 
=General=
 
=General=
==Fortress mode, world-gen and their differences==
+
==Fortress-mode, world-gen and their differences==
 
Their are a few differences in how positions function, between fortress-mode (normal play-mode) and the world generation (world-gen).  
 
Their are a few differences in how positions function, between fortress-mode (normal play-mode) and the world generation (world-gen).  
  
In '''fortress mode''', the player has some control over the appointment of nobles, limited by elections, automatic filled-in positions and succession rules. Pre-fortress mode, which is referred to as '''world-gen''', the game will always attempt to assign nobles whenever possible. It is subjected to the same rules as in fortress-mode, but there are some exceptions. In '''World Automation''', which is the thing that happens in the world while you play fortress mode, it seems as if the same rules are applied as fortress mode.  
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In '''fortress-mode''', the player has some control over the appointment of nobles, limited by elections, automatic filled-in positions and succession rules. Pre-fortress mode, which is refered to as '''world-gen''', the game will always attempt to assign nobles whenever possible. It is subjected to the same rules as in fortress-mode, but there are some exceptions. In '''World Automation''', which is the thing that happens in the world while you play fortress mode, it seems as if the same rules are applied as fortress mode.  
  
A difference between player-fortress-mode and world-gen, is causes by visibility (see below). Positions that are not visible by the player and thus not available for assignment, will be available in world-gen and will thus be automatically assigned.
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A difference between Player-fortress-mode and world-gen, is causes by visibility (see below). Positions that are not visible by the player and thus not available for assignment, will be available in world-gen and will thus be automatically assigned.
  
 
In fortress mode, a position that is both ELECTED and APPOINTED_BY, cannot be appointed by the player and is also not elected, and can thus not be filled. But in world-gen sites however, these positions are automatically filled.
 
In fortress mode, a position that is both ELECTED and APPOINTED_BY, cannot be appointed by the player and is also not elected, and can thus not be filled. But in world-gen sites however, these positions are automatically filled.
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Positions with AS_NEEDED are almost never created and filled in world-gen (depending on its RESPONSIBILITY's), but can always be used in player mode.
 
Positions with AS_NEEDED are almost never created and filled in world-gen (depending on its RESPONSIBILITY's), but can always be used in player mode.
  
A position can in fortress mode be filled by the same unit. A unit can gain multiple positions in fortress-mode, for example because of [[elections]]. This will not happen in world-gen mode: a unit can only have one position. See also remarks on 'embark' and 'Losing a position'.
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A positions can in fortress mode be filled by the same unit. A unit can gain multiple positions in fortess-mode, for example because of [[elections]]. This will not happen in world-gen mode: a unit can only have one position. See also remarks on 'embark' and 'Loosing a position'.
  
 
In world-gen, SUCCESSION between civ-levels en SITE-levels may happen. This will not happen in fortress-mode, or even off-site in World Automation.
 
In world-gen, SUCCESSION between civ-levels en SITE-levels may happen. This will not happen in fortress-mode, or even off-site in World Automation.
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If a position becomes available, for example because a certain pop number has reached or if it is available from the start(like expedition leader), als long as it cannot be appointed, it still is INVISIBLE for the player.  
 
If a position becomes available, for example because a certain pop number has reached or if it is available from the start(like expedition leader), als long as it cannot be appointed, it still is INVISIBLE for the player.  
  
It might strike someone as odd, if a position becomes filled automatically in fortress mode, when that position is not even visible. This might be the case if the current holder of a non-appointable position dies or succeeds another position. Regardless of player-visibility, these positions will be automatically filled in if the necessary requisitions are met. It might happen with the expedition-leader.
+
It might strike as odd, may a position becomes filled automaticly in fortress mode, when that position is not even visible. This might be the case if the current holder of a non-appoinable position dies or succeeds another position. Regardless of player-visibility, these positions will be automaticly filled in if the nescesary requisitions are met. It might happen with the expedition-leader.
  
A situation with a non-visible but available position, is for example when a position is solely appointed by the expedition leader, when the expedition leader's position is left vacant. It can no longer be appointed by the player and is invisible. Then, it gets automatically assumed, proving that the position still was available.  
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A situation with a non-visible but available position, is for example when a position is solely appointed by the expedion leader, when the expedion leader's position is left vacant. It can no longer be appointed by the player and is invisible. Then, it gets automatically assumed, proving that the position still was available.  
  
 
=NUMBER=
 
=NUMBER=
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==AS_NEEDED==
 
==AS_NEEDED==
These positions can be created automatically by the game in world-gen. This, however, only works with  
+
These positions can be created automaticly by the game in world-gen. This however only works with  
 
* [LAND_HOLDER]'s
 
* [LAND_HOLDER]'s
 
* squad commanders (needs more testing)
 
* squad commanders (needs more testing)
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==Effect of replacement==
 
==Effect of replacement==
  
Replacement is immediate. The current holding unit loses the position, even before succession_by_position-rules are applied.  
+
Replacement is immediate. The current holding unit looses the position. Even before succession_by_position-rules are applied.  
  
 
Replacement is also complete. A position with a number of 1 will replace all the slots of a position with a higher number of slots.  
 
Replacement is also complete. A position with a number of 1 will replace all the slots of a position with a higher number of slots.  
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In legends, replacement is mentioned as: "(unit name) ceeded to be (position name)"
 
In legends, replacement is mentioned as: "(unit name) ceeded to be (position name)"
  
The replacement of an AS_NEEDED position empties the position's slot forever. In fortress-mode, it may seem as if you can create new slots and appoint new units in the nobles-screen, but this is made undone, as soon as you close the window.  
+
The replacement of a AS_NEEDED position empties the positions slot forever. In fortress-mode, it may seem as if you can create new slots and appoint new units in the nobles-screen, but this is made undone, as soon as you close the window.  
  
 
==Evaluation of replacement and required_population==
 
==Evaluation of replacement and required_population==
  
The game does not constantly check if positions need to become available or need to be replaced. This is known behaviour with, for example, the mayor. He won't appear automatically if the needed population is reached. The positions need to be "evaluated". It is not known when this will be done without any player interaction. Players can trigger the evaluation-mechanism by (re)assigning any random site position.  
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The game does not constantly check if positions need to become available or need to be replaced. This is know behaviour with for example the mayor. He won't appear automaticly if the needed population is reached. The positions need to be "evaluated". It is not known when this will be done without any player interaction. Players can trigger the evaluation-mechanism by (re)assigning any random site position.  
  
 
==LAND_HOLDER replacement==
 
==LAND_HOLDER replacement==
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==Who can take a position==
 
==Who can take a position==
  
* If so defined, a unit needs to be the right caste and/or class. It does not seem to work with creature types.  
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* If so defined, a unit needs the be the right caste and/or class. It does not seem to work with creature-types.  
 
* The unit needs to be a member of that site or its parent civ-government.  
 
* The unit needs to be a member of that site or its parent civ-government.  
 
* It needs to be CAN_LEARN or INTELLIGENT (SLOW_LEARNER cannot take positions) or otherwise be able to think.
 
* It needs to be CAN_LEARN or INTELLIGENT (SLOW_LEARNER cannot take positions) or otherwise be able to think.
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===Automatic appointment in world-gen and on civ-level===
 
===Automatic appointment in world-gen and on civ-level===
  
Outside of fortress mode, the game will always attempt to appoint nobles whenever possible, as long as these positions are '''available''', even if they are invisible to the player.
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Outside of fortress-mode, the game will always attempt to appoint nobles whenever possible, als long as these positions are '''available'''. Even if they are invisible to the player.
 
It shows this message in legends:  "(unit name) has been appointed to the position of (position name)"
 
It shows this message in legends:  "(unit name) has been appointed to the position of (position name)"
  
In world-gen, all positions become available and are automatically appointed, taking population- and appointment-requirements in consideration.  
+
In word-gen all, positions become available and are automaticly appointed, taking population- and appointment-requirements in consideration.  
  
 
Positions that are REPLACED_BY are culled and wont be filled.
 
Positions that are REPLACED_BY are culled and wont be filled.
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If a citizen of your fortress holds a civ-position that can appoint another civ-level position, the appointment will happen automatically and without player intervention. It may happen that another citizen of your fortress is appointed by that unit, creating civ-level position holders in your fortress. But it is unknown what is required to force this effect.
 
If a citizen of your fortress holds a civ-position that can appoint another civ-level position, the appointment will happen automatically and without player intervention. It may happen that another citizen of your fortress is appointed by that unit, creating civ-level position holders in your fortress. But it is unknown what is required to force this effect.
  
===Manual appointments by the player in fortress mode===
+
===Manual appointments by a player in fortress mode===
In fortress mode, the positions that need to be appointed stay empty on embark. and it is for the player to appoint those. A player can appoint a unit to any available position, according to the hereabove mentioned conditions. The player takes the role of the automatic appointment-system. The player has no direct control over elections, successions and replacement. There are some differences in what is possible at world-gen sites and at player-controlled sites.
+
In fortress mode, the positions that need to be appointed stay empty on embark and it is for the player to appoint those. A player can appoint a unit to any available position, according to the hereabove mentioned conditions. The player takes the role of the automatic appointment-system. The player has no direct control over elections, successions and replacement. There are some differences in what is possible at world-gen sites and at player-controlled sites.
  
* A position that is appointed by a unit present as a fortress citizen, can be appointed, re-appointed or left vacant. This means also by civ-level nobles, living as a citizen in your fortress; not when they are only visiting, like the diplomat.
+
* A position that is appointed by a unit present as a fortress citizen, can be appointed, re-appointed or left vacant. This means also by civ-level nobles, living as a citizen in your fortress. Not when they are only visiting, like the diplomat.
 
* A position that is APPOINTED_BY a unit present as the land_holder of your site, can be appointed, reassigned or left vacant.
 
* A position that is APPOINTED_BY a unit present as the land_holder of your site, can be appointed, reassigned or left vacant.
* A position that has SUCCESSION BY_HEIR or BY_POSITION can 'initially' be appointed and also re-appointed or left vacant, but as soon as the [[nobles]] screen closes, ''it can not longer be replaced or left vacant''. From then on, the succession-rules determine who gains that position when the current holder loses the position.
+
* A position that has SUCCESSION BY_HEIR or BY_POSITION can 'initially' be appointed and also re-appoined or left vacant, but as soon as the [[nobles screen'' closes, it cannot longer be replaced or left vacant. From then on, the succession-rules determine who gains that position when the current holder looses the position.
 
* A position that is ELECTED nor APPOINTED_BY, can always be (re-)appointed by the player. This is the case with the [[Expedition leader]]. If it is left vacant however, it cannot be appointed, but will assumed shortly after.  
 
* A position that is ELECTED nor APPOINTED_BY, can always be (re-)appointed by the player. This is the case with the [[Expedition leader]]. If it is left vacant however, it cannot be appointed, but will assumed shortly after.  
* A position that is both ELECTED and appointed by, cannot be appointed by the player. In contrary to world-gen sites. It's slot is visible, but it doesn't show the +-sign. This is either by AS_NEEDED as by a fixed number. Even if the position somehow gets filled (re)assignment is never possible
+
* A position that is both ELECTED and appointed by, cannot be appointed by the player. In contrary to world-gen sites. It's slot is visible, but it doesnt show the +-sign. This is either by AS_NEEDED as by a fixed number. Even if the position somehow gets filled (re)assignment is never possible
* A player can appoint a number of units to a position, as much as the NUMBER-token dictates. If it is AS_NEEDED, the player may create as many slots as they like, also in contrary of world-gen-sites.  
+
* A player can appoint a number of units to a position, as much as the NUMBER-token dictates. If it is AS_NEEDED, the player may create as many slots if he likes, also in contrary of world-gen-sites.  
 
* A civ-position can never be appointed, even if the appointing civ-noble is a citizen of your fortress. A civ position also never can be re-assigned or left vacant, would that position be defined as appointed by a site-position.
 
* A civ-position can never be appointed, even if the appointing civ-noble is a citizen of your fortress. A civ position also never can be re-assigned or left vacant, would that position be defined as appointed by a site-position.
  
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Read more in [[Elections]]
 
Read more in [[Elections]]
  
The message that is shown is: "(creature name) has been elected to the position of  (position name)"
+
The message that is shown, is: "(creature name) has been elected to the position of  (position name)"
  
 
In worldgen, there is no functional difference between ELECTED and non-appointment, except that elected nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.
 
In worldgen, there is no functional difference between ELECTED and non-appointment, except that elected nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.
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==Assumption==
 
==Assumption==
  
A position that is not APPOINTED_BY nor ELECTED, or is appointed by positions that are not available in your site or civ, it will be assumable by a random dwarf. If it has responsibilities that require certain skills, then these are taken into consideration. {{verify}}
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A position that is not APPOINTED_BY nor ELECTED, or is appointed by positions that are not available in your site or civ, it will be assumable by a random dwarf. If it has responsibilities that require certain skills, then these are taken into consideration. (verify)
  
 
The message that is shown in Legends-mode, is: "(unit name) has assumed the position of (position name)". This make also take place in fortress mode, which then shows this message to the player.  
 
The message that is shown in Legends-mode, is: "(unit name) has assumed the position of (position name)". This make also take place in fortress mode, which then shows this message to the player.  
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If a assumable position becomes empty, it will be assumed within a day. This is the case when you leave the position of expedition-leader vacant. It also happens with civ-entities.  
 
If a assumable position becomes empty, it will be assumed within a day. This is the case when you leave the position of expedition-leader vacant. It also happens with civ-entities.  
  
Assumable positions that have become empty will not be assumed if that position has a valid SUCCESSION -successor. In that case, the successor inherits the position.  
+
Assumable positions that have become empty will not be assumed if that position has a valid SUCCESSION -successor. In that case, the successor inherrits the position.  
  
 
Even positions that are somehow invisible because they cannot be directly APPOINTED_BY players, can be assumed.  
 
Even positions that are somehow invisible because they cannot be directly APPOINTED_BY players, can be assumed.  
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A landholder can appoint civ-positions and site positions. This works as expected: the positions only are appointed then when that landholder becomes available on civ-level or when he arrives at that site for site-level positions.  
 
A landholder can appoint civ-positions and site positions. This works as expected: the positions only are appointed then when that landholder becomes available on civ-level or when he arrives at that site for site-level positions.  
  
If your rank of landholder is the first of its rank in the realm, and is the sole appointer of some civ-position, then immediately as it gains the title, it will appoint the empty civ-slots. This may happen on your site, but the frequency and certainty is hard to determine.
+
If your rank of landholder is the first of its rank in the realm, and is the sole appointer of some civ-position, then immediately as he gains the title, he will appoint the empty civ-slots. This may happen on your site, but the frequency and certainty is hard to determine.
  
 
==Succession==
 
==Succession==
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If a landholder is replaced by a wrong landholder number (1 replaced by 3), then the number 3 is still correctly attached to the settlement.  
 
If a landholder is replaced by a wrong landholder number (1 replaced by 3), then the number 3 is still correctly attached to the settlement.  
  
If the current landholder has the highest available landholder number, then the next elevation will not happen. The diplomat will not elevate your fortress to a higher position. Even if that position might be REPLACED_BY a lower landholder.  
+
If the current landholder has the highest available landholder number, then the next elevation will happen. The diplomat will not elevate your fortress to a higher position. Even if that position might be REPLACED_BY a lower landholder.  
  
 
These chains do work:
 
These chains do work:

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