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{{Quality|Superior|15:42, 31 July 2014 (UTC)}}
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'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.)
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'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].
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In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.
  
 
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.
 
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.
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  [ETHIC:LYING:PERSONAL_MATTER]
 
  [ETHIC:LYING:PERSONAL_MATTER]
  
This means that the entity will treat lying as a personal matter - more technically, the value of its LYING ethic is set to PERSONAL_MATTER.
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This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.
  
 
== Ethic types ==
 
== Ethic types ==
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|-
 
|-
 
| {{text anchor|ASSAULT}}
 
| {{text anchor|ASSAULT}}
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.
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| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.
 
|-
 
|-
 
| {{text anchor|EAT_SAPIENT_KILL}}
 
| {{text anchor|EAT_SAPIENT_KILL}}
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|-
 
|-
 
| {{text anchor|EAT_SAPIENT_OTHER}}
 
| {{text anchor|EAT_SAPIENT_OTHER}}
| This includes whether or not a race is willing to [[butcher]] other sapients. Note that, due to [https://dwarffortress.mantishub.io/view.php?id=9171| a bug], player forts will never butcher intelligent creatures in fortress mode (they are still willing to eat their meat though, should they have access to it). However this works as intended in adventure mode, worldgen, and offsite (caravans will deliver products made from sentients, etc.)
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| This also determines whatever or not a race is willing to butcher other sapients.  
 
|-
 
|-
 
| {{text anchor|KILL_ANIMAL}}
 
| {{text anchor|KILL_ANIMAL}}
| A response of JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, or anything from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse animal products in trade — namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as "grown", which means kosher for their ethics, for example grown leather.
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| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade — namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].
 
|-
 
|-
 
| {{text anchor|KILL_ENEMY}}
 
| {{text anchor|KILL_ENEMY}}
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|-
 
|-
 
| {{text anchor|KILL_NEUTRAL}}
 
| {{text anchor|KILL_NEUTRAL}}
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves; it will also greatly increase war aggression in worldgen.
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| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves.
 
|-
 
|-
 
| {{text anchor|KILL_PLANT}}
 
| {{text anchor|KILL_PLANT}}
| This includes a race's position towards wood — any response from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products).  
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| This determines a race's position towards wood as well — a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.
 
|-
 
|-
 
| {{text anchor|LYING}}
 
| {{text anchor|LYING}}
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|-
 
|-
 
| {{text anchor|MAKE_TROPHY_ANIMAL}}
 
| {{text anchor|MAKE_TROPHY_ANIMAL}}
| This determines whether animal kills will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on [[crafts]] made from their kills as well.  
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| This determines whether animal kills in world-gen will lead to characters with trophies.
 
|-
 
|-
 
| {{text anchor|MAKE_TROPHY_SAME_RACE}}
 
| {{text anchor|MAKE_TROPHY_SAME_RACE}}
| This determines whether kills of one's own race will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race. Example: a goblin with a -goblin tooth ring-.
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| This determines whether kills of one's own race in world-gen will lead to characters with trophies.
 
|-
 
|-
 
| {{text anchor|MAKE_TROPHY_SAPIENT}}
 
| {{text anchor|MAKE_TROPHY_SAPIENT}}
| This determines whether kills of other sapients will lead to characters with trophies - as previously, but regarding other races, including INTELLIGENT.
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| This determines whether kills of other sapients in world-gen will lead to characters with trophies.
 
|-
 
|-
 
| {{text anchor|OATH_BREAKING}}
 
| {{text anchor|OATH_BREAKING}}
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|-
 
|-
 
| {{text anchor|SLAVERY}}
 
| {{text anchor|SLAVERY}}
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all. {{verify}}
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|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants.
 
|-
 
|-
 
| {{text anchor|THEFT}}
 
| {{text anchor|THEFT}}
| This determines whether the civilization will try to steal goods and how it will respond when stolen from.{{verify}}
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| This determines whether the race will try to steal goods.
 
|-
 
|-
 
| {{text anchor|TORTURE_ANIMALS}}
 
| {{text anchor|TORTURE_ANIMALS}}
|Determines if the civilization will kill all animals of the conquered site, or preserve them for further use.
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|
 
|-
 
|-
 
| {{text anchor|TORTURE_AS_EXAMPLE}}
 
| {{text anchor|TORTURE_AS_EXAMPLE}}
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|-
 
|-
 
| {{text anchor|TREASON}}
 
| {{text anchor|TREASON}}
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter.   
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| Protects position holders from being murdered like everyone else. Reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter.   
 
|-
 
|-
 
| {{text anchor|TRESPASSING}}
 
| {{text anchor|TRESPASSING}}
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| 11 || {{text anchor|PUNISH_REPRIMAND}}
 
| 11 || {{text anchor|PUNISH_REPRIMAND}}
 
|-
 
|-
| 12 || {{text anchor|PUNISH_SERIOUS}} || Will result in either a beating or a month in prison. See: [[Justice#Punishments]]
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| 12 || {{text anchor|PUNISH_SERIOUS}}
 
|-
 
|-
| 13 || {{text anchor|PUNISH_EXILE}} || Mentioning in history: "...after being exiled following a criminal conviction."
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| 13 || {{text anchor|PUNISH_EXILE}}
 
|-
 
|-
| 14 || {{text anchor|PUNISH_CAPITAL}} || Will result in either 8 months in prison or 50 hammerstrikes. See: [[Justice#Punishments]]
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| 14 || {{text anchor|PUNISH_CAPITAL}}
 
|-
 
|-
 
| 15 || {{text anchor|UNTHINKABLE}}
 
| 15 || {{text anchor|UNTHINKABLE}}
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| 16 || {{text anchor|REQUIRED}}
 
| 16 || {{text anchor|REQUIRED}}
 
|}
 
|}
 
  
 
==Ethic value numbers in relation to each other==
 
==Ethic value numbers in relation to each other==
 
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.
 
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.
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If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.
  
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.
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In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.
 
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.
 
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.
 
* Civ A will consider Civ B most unreasonable (−5) for executing people over such a non-issue.
 
* Civ A will consider Civ B most unreasonable (−5) for executing people over such a non-issue.
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! colspan=16  | TARGET
 
! colspan=16  | TARGET
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
!width=6%| Accept. ||width=6%| Personal ||width=6%| Reperc. ||width=6%| Good ||width=6%| Extreme ||width=6%| Self-Def. ||width=6%| Sanct. ||width=6%| Misguid. ||width=6%| Shun ||width=6%| Appall. ||width=6%| Reprim. ||width=6%| Serious ||width=6%| Exile ||width=6%| Capital ||width=6%| Unthink. ||width=6%| Req.
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!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required
 
|-
 
|-
 
! rowspan=16 | {{rotate|OBSERVER}}     
 
! rowspan=16 | {{rotate|OBSERVER}}     
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== Ethics of vanilla civilizations ==
 
== Ethics of vanilla civilizations ==
[[Animal people]] currently have the same ethics as [[kobold]]s.
 
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
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| Unthinkable
 
| Unthinkable
 
|}
 
|}
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[[Animal people]] currently have the same ethics as kobolds.
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{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Ethic]]
 
[[ru:Ethic]]

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