v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Faction

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{migrated article}}
+
{{Quality|Exceptional|16:20, 8 September 2013 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
'''Factions''' govern how [[creature]]s will react in each others' presence - the world is full of dangers for your unfortunate dwarves, and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and [[adventurer mode]]; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer.
+
'''Factions''' govern how [[creature]]s will react in each other's presence. The world is full of dangers for your unfortunate dwarves, and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and [[adventurer mode]]; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer.
  
In the [[object testing arena]], each creature created can be tied to a faction (referred to in-game as a "side"). Creatures will be friendly to other creatures within their faction, and will be hostile to any other creature. There are a total of 9999 factions, and an "independent" option which is hostile to all other creatures.
+
In the [[object testing arena]], each creature created can be tied to a faction (referred to in-game as a "side"). Creatures will be friendly to other creatures within their faction, and will be hostile to any other creature. There are a total of 99 factions, and an "independent" option which is hostile to all other creatures.
  
 
==Faction relative hostility==
 
==Faction relative hostility==
Line 92: Line 91:
 
|style="background-color:#fcc"| Hostile
 
|style="background-color:#fcc"| Hostile
 
|style="background-color:#fcc"| Hostile
 
|style="background-color:#fcc"| Hostile
|style="background-color:#fcc"| Hostile
+
|style="background-color:#cfc"| Hostile
 
|style="background-color:#fcc"| Hostile
 
|style="background-color:#fcc"| Hostile
 
|style="background-color:#fcc"| Hostile
 
|style="background-color:#fcc"| Hostile
Line 219: Line 218:
 
==Entities and civilizations==
 
==Entities and civilizations==
  
There are four entity 'factions' that can be created in ''Dwarf Fortress'', although vanilla only uses three of them.  These factions are determined by the presence or absence of the [[Entity token#BABYSNATCHER]] or [[Entity token#ITEM_THIEF]] tags, so the four factions can be called the Civilized (with neither tag), the Baby[[snatcher]]s, the Item [[Thief|Thieves]], and the Babysnatching Item Thieves (which do not exist in vanilla DF).  Members of the same faction will [[trade]] with you in fort mode, and members of all other factions may [[invader|invade]] you.  This is separate from civs at [[war]], which is determined by having opposing [[ethics]]. (A civilization from an opposite faction which is *also* at war with you will simply siege you even more.)
+
There are four entity 'factions' that can be created in ''Dwarf Fortress'', although vanilla only uses three of them.  These factions are determined by the presence or absence of the [[Entity token#BABYSNATCHER]] or [[Entity token#ITEM_THIEF]] tags, so the four factions can be called the Civilized (with neither tag), the Baby[[snatchers]], the Item [[Thieves]], and the Babysnatching Item Thieves (which do not exist in vanilla DF).  Members of the same faction will [[trade]] with you in fort mode, and members of all other factions may [[invade]] you.  This is separate from civs at [[war]], which is determined by having opposing [[ethics]]. (A civilization from an opposite faction which is *also* at war with you will simply siege you even more.)
  
 
Generally, [[civilization]] relationships override whatever loyalty a creature may have to begin with. Therefore:
 
Generally, [[civilization]] relationships override whatever loyalty a creature may have to begin with. Therefore:
Line 231: Line 230:
 
Some caveats: sapient creatures without the ability to communicate will always be hostile, even if they technically would be considered the same faction.  They will also wage endless wars, since they lack the ability to form treaties.  This includes creatures without CAN_SPEAK (or INTELLIGENT, which is functionally CAN_LEARN and CAN_SPEAK combined).  Creatures with UTTERANCES cannot communicate with other civs, however, if they have both UTTERANCES and CAN_SPEAK, they will be able to communicate. For instance: [[kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in adventure mode when they are available, you will be unable to speak to anyone, and other kobolds will attack you on sight because they won't be able to talk to you either.
 
Some caveats: sapient creatures without the ability to communicate will always be hostile, even if they technically would be considered the same faction.  They will also wage endless wars, since they lack the ability to form treaties.  This includes creatures without CAN_SPEAK (or INTELLIGENT, which is functionally CAN_LEARN and CAN_SPEAK combined).  Creatures with UTTERANCES cannot communicate with other civs, however, if they have both UTTERANCES and CAN_SPEAK, they will be able to communicate. For instance: [[kobold]]s are unable to speak besides in [[Creature token#UTTERANCES|utterances]] and are thus at war with everyone else - note that if you start as a kobold in adventure mode when they are available, you will be unable to speak to anyone, and other kobolds will attack you on sight because they won't be able to talk to you either.
  
Civilizations with the [KILL_NEUTRAL:REQUIRED] [[ethics]] ([[goblin]]s in vanilla DF) will be hostile toward members of foreign civs. If you encounter goblins in Adventure mode, they will usually request that you "identify yourself". A common workaround if you are not from their civilization (which you usually aren't) is to assume a false [[name|identity]] so that they believe you are one of their own (remember that due to conquests, kidnappings, etc. multi-racial civilizations are the norm and being from another race wouldn't be considered suspicious).
+
==Undead and night creatures==
  
==[[Undead]] and [[night creature]]s==
+
The rule of thumb is that [[undead]] creatures will attack every creature that is living. This is due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships.  [[Undead]] just ignore [[necromancer]]s or fellow undead, but the necromancers themselves will lash out at each other if they belong to enemy [[civilization]]s or [[Tower (necromancy)|tower]]s. This is because necromancers and other night creatures such as [[vampires]] are consided {{token|NONLIVING}}, but their civilization overrides whatever relationships they have with other civilized nonliving beings (namely fellow night creatures). The exception is [[werebeasts]], that do not count as undead. Werebeasts are hostile toward each other (and everyone else) except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone).
  
The loyalty of undead and night creatures depends on whether they have a [[soul]] or not. Creatures with souls, even undead, will retain the existing loyalty links they had when they got 'transformed', with possible alterations or a more nefarious agenda of their own. For instance, necromancers, night trolls, mummies, etc. break off from civilizations and form separate entities with their own set of loyalties. Soulless undead (zombies and thralls), on the other hand, are hostile to every living creature (night creatures such as [[vampires]] are considered {{token|NONLIVING}}, even if they do die), due to their {{token|OPPOSED_TO_LIFE|c}} tag, which overrides all other relationships.
+
This is important in adventure mode - should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. However, apart from the aforementioned caveats, there seems to be a worldwide solidarity among night creatures, and becoming one will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and take them as companions.  
  
Vampires, despite their blood-sucking murder sprees, will still be loyal to their parent civ, including your fortress. In fortress mode,  you can take advantage of their neutrality toward undead, ordering them to kill necromancers when facing a siege; a vampire can and will path toward a necromancer unhindered and usually beat them to death. You can also order vampires to kill zombies one by one as they won't react unless attacked. In adventure mode, when they are not exposed, they will behave as any member of a civ. Occasionally, they will be accompanied by cultists who will have formed a separate group gathered around their 'immortality worship': if you confront the vampire, they will turn against you.
+
In fortress mode, [[vampire]] dwarves (and humans) will also be neutral toward undead even when not exposed. You can take advantage of this, ordering your vampires to kill necromancers when facing a siege; a vampire can and will path toward a necromancer unhindered and usually beat them to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.
 
 
[[Werebeasts]] are a notable exception: although nominally a night creature, they do not count as undead. Werebeasts are hostile toward each other (and everyone else) except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone).
 
 
 
[[Intelligent undead]] are creatures raised by necromancers to serve as their lieutenants. They retain their soul and aren't opposed to life but their loyalty will shift to that of the necromancer in worldgen. In fortress mode, intelligent undead raised by necromancers from your civilization are considered citizens if they were citizens when they died, and may be hostile (or just 'friendly' and mill around doing nothing) if they were invaders when they died. Intelligent undead raised by your adventurer will retain their loyalty links, so if you're the one that slew them in the first place, they will remember it and attack you on sight. A workaround is to destroy their soul by first raising them as regular undead, slay them, then raise them as intelligent undead - their soul will be a blank slate with no preexisting conflicting loyalties.
 
 
 
In adventure mode, should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. Generally speaking, there seems to be a worldwide solidarity among night creatures, and if your parent entity does not have beef with any of them, becoming a night creature will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and take them as companions.
 
  
 
==Levels of conflict==
 
==Levels of conflict==
Line 252: Line 245:
 
In fortress mode, invaders and your dwarves are No Quarter toward each other (the only exception is elven or human diplomats offering peace treaties). Brawls may also happen at your tavern if non-dwarves drink more alcohol than their livers can handle, but these don't escalate into full blown war, although they do result in sometimes lethal injuries.
 
In fortress mode, invaders and your dwarves are No Quarter toward each other (the only exception is elven or human diplomats offering peace treaties). Brawls may also happen at your tavern if non-dwarves drink more alcohol than their livers can handle, but these don't escalate into full blown war, although they do result in sometimes lethal injuries.
  
==Bandits and [[criminal]]s==
+
==Bandits and criminals==
 
 
[[Bandits]] are entities consisting of groups harassing [[town]]s (including your fortress) from [[camp]]s in the countryside, and they are hostile toward civilization members. If you don't want them to be hostile to your adventurer, you should start the game as an [[outsider]] with no link to existing entities, or assume the identity of one. Bandits may lay (small-scale) siege to you in fortress mode, and are often given as quest targets in adventure mode. However, as they effectively own sites (camps, with a [[boss]] acting as the lord) it means you can try and de-escalate any [[level of conflict]] you may have with them, talk to the boss, and join them as a [[Hearthperson|lieutenant]], and take quests from them, effectively shifting your loyalty. 
 
  
[[Criminal#Criminal Organization|Criminal organizations]], on the other hand, dwell in a town's [[dungeon]]s, and although they take part in various [[intrigue| schemes]], they are not nominally hostile toward anyone (apart from the occasional insult or spitting). Their members have links with existing groups in the town, and killing some of them as part of a [[quest]] may not be taken well by the citizenry.
+
Outlaws (called [[bandits]] when harassing [[town]]s from [[camp]]s in the countryside, and [[Town#Criminal_organizations|criminal organizations]] if harassing them from the town's [[dungeon]]) form groups that are hostile toward most of their parent civ itself. Bandits may lay small-scale sieges to you in fortress mode and are often given as quest targets in adventure mode. However, as they effectively own sites (camps and dungeons) with a [[boss]] acting as its lord, it means you can try and de-escalate any [[level of conflict]] you may have with them, talk to the boss and join them as [[Hearthperson|lieutenant]], effectively shifting your loyalty.
  
 
==Insurrections==
 
==Insurrections==
Line 281: Line 272:
  
 
Interestingly, the offspring of such creatures do ''not'' count as enemies of your civilization. This means you may attempt a breeding program between enemies of the same species, or an enemy and a wild counterpart that's presumably easier to handle. In practice, this leads to extremely disturbing situations where a mother either massacres her offspring as soon as she gives birth, or said offspring overwhelm her as soon as they come out of her. Note that this only ever happens if the species does not lay eggs - enemies do not use your [[nest box]]es (and, if they are [[building destroyer]]s, will simply demolish them) if you provide them with some.
 
Interestingly, the offspring of such creatures do ''not'' count as enemies of your civilization. This means you may attempt a breeding program between enemies of the same species, or an enemy and a wild counterpart that's presumably easier to handle. In practice, this leads to extremely disturbing situations where a mother either massacres her offspring as soon as she gives birth, or said offspring overwhelm her as soon as they come out of her. Note that this only ever happens if the species does not lay eggs - enemies do not use your [[nest box]]es (and, if they are [[building destroyer]]s, will simply demolish them) if you provide them with some.
 
  
 
==Miscellaneous==
 
==Miscellaneous==
Line 287: Line 277:
 
[[Megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventurer mode]] or [[fortress mode]]. [[Forgotten beast]]s and [[titan]]s are hostile to everyone, including other forgotten beasts and titans.  
 
[[Megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventurer mode]] or [[fortress mode]]. [[Forgotten beast]]s and [[titan]]s are hostile to everyone, including other forgotten beasts and titans.  
  
[[Insanity|Berserk]] dwarves are hostile to everyone, including each other. [[Visitors]] side with their parent civ if it goes to war with you. [[Demon|Demons]] that didn't escape from the [[Underworld|Underworld]] are hostile to every non-demon, and [[Angel|angels]] are hostile to every non-angel. This, obviously, does not apply to demons your adventurer has bound into servitude, nor does it apply to demons who rule (human or goblin) civilizations.
+
[[Insanity|Berserk]] dwarves are hostile to everyone, including each other. [[Visitors]] side with their parent civ if it goes to war with you.
  
If for some reason a demon is given a nobility title, they will turn neutral to creatures from the same faction. If they are given a [[religion|religious]] title, they will slaughter everyone with a different religion. Bestowing nobility titles can be a way to turn normally hostile creatures like [[night troll]]s or even [[bogeymen]] into becoming friendly to the parent civ the nobility relates to.
+
[[Demon|Demons]] that didn't escape from the [[Underworld|Underworld]] are hostile to every non-demon, and [[Angel|angels]] are hostile to every non-angel. This, obviously, does not apply to demons your adventurer has bound into servitude, though.
  
 
==Loyalty cascade==
 
==Loyalty cascade==
  
 
Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war (hence Toady One referring to it as the "civil war bug") and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.
 
Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war (hence Toady One referring to it as the "civil war bug") and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.
 +
 +
===Radical Solution===
 +
 +
Briefly retire your fort and it should reset your dwarves' loyalties.
  
 
===Attacking [[Trade|merchants]] from your mountainhome===
 
===Attacking [[Trade|merchants]] from your mountainhome===
Line 313: Line 307:
 
===How to deal with loyalty cascades===
 
===How to deal with loyalty cascades===
  
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow. Dwarves from these different "factions" will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''
+
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.
 +
 
 +
Dwarves from these different "factions" will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''
  
 
'''NOTE:''' Tame animals are loyal to civilizations and fortresses indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.
 
'''NOTE:''' Tame animals are loyal to civilizations and fortresses indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.
 
As of 0.50, loyalty cascades should periodically end on their own[http://www.bay12games.com/dwarves/#2022-03-20]; separate your dwarves from each other until the fighting stops.
 
  
 
{{mod}}
 
{{mod}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: