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40d:Ethic

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This article is about an older version of DF.

List of acceptable ethics tags[edit]

Ethics tags are used in the entity_default file to determine how races feel about various issues. Example usage: [ETHIC:ASSAULT:PUNISH_SERIOUS]

Entities will start wars with each other over ethical differences during world gen. Ongoing wars may influence fortress mode, causing early sieges.

Ethics types[edit]

Token Extra Information
ASSAULT Determines punishments for the "Assault" and "Disorderly Conduct" crimes.
EAT_SAPIENT_KILL Civilizations that accept this type of cannibalism and civilizations that do not may go to war over "the devouring of the bodies of sapient beings" in world-gen. Members of civilizations that accept this type of cannibalism will devour the bodies of creatures they kill in world-gen.
EAT_SAPIENT_OTHER Civilizations that accept this type of cannibalism and civilizations that do not may go to war over "the devouring of the bodies of sapient beings" in world-gen. Adds meat and other materials from creatures who can learn into trade.
KILL_ANIMAL Civilizations that accept killing animals and civilizations that do not may go to war over "the treatment of animals."
KILL_ENEMY
KILL_ENTITY_MEMBER Determines punishments for the "Murder" crime. Members of a civilization that accepts murder may kill other entity members in world-gen.
KILL_NEUTRAL
KILL_PLANT This includes a race's position towards wood - a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects in trade and also prohibits them from bringing caravan wagons.

Civilizations that accept killing plants and civilizations that do not may go to war in world-gen.

LYING Civilizations that accept lying and civilizations that do not may go to war over "truthfulness" in world-gen.
MAKE_TROPHY_ANIMAL Civilizations that accept making this type of trophy and civilizations that do not may go to war over "the display of war and hunting trophies" in world-gen.
MAKE_TROPHY_SAME_RACE Civilizations that accept making this type of trophy and civilizations that do not may go to war over "the display of war and hunting trophies" in world-gen.
MAKE_TROPHY_SAPIENT Civilizations that accept making this type of trophy and civilizations that do not may go to war over "the display of war and hunting trophies" in world-gen.
OATH_BREAKING Civilizations that accept oath-breaking and civilizations that do not may go to war over "a formalized agreement" in world-gen.
SLAVERY Civilizations that accept slavery will take the former population of sites they conquer as slaves in world-gen.
THEFT
TORTURE_ANIMALS Civilizations that accept this type of torture and civilizations that do not may go to war in world-gen.
TORTURE_AS_EXAMPLE
TORTURE_FOR_FUN Civilizations that accept this type of torture and civilizations that do not may go to war over "torture" in world-gen.
TORTURE_FOR_INFORMATION
TREASON
TRESPASSING
VANDALISM Determines punishments for the "Building Destruction" crimes.

Ethic value numbers in relation to each other[edit]

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.

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.

  • Civ A will consider Civ B most unreasonable (−5) for executing people over such a non-issue.
  • Civ B will be shocked and disgusted (−15) that Civ A engages in such a debased activity.
  • The end result is mutual negativity. However, Civ B is 3× more offended, and much more likely to go to war over the issue — assuming, of course, they think they have a chance of winning.
  TARGET
Accept. Personal Reperc. Good Extreme Self-Def. Sanct. Misguid. Shun Appall. Reprim. Serious Exile Capital Unthink.
OBSERVER      Acceptable +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2
Personal +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2
No Reperc. +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2
Good Reas. 0 0 0 +2 +1 0 0 0 −1 −1 −1 −1 −1 −1 −1
Extreme Rs. −1 −1 0 +1 +2 0 0 0 −1 −1 −1 −1 −1 −1 −1
Self-Defence −2 −2 −1 0 +1 +2 0 0 0 −1 −1 −1 −1 −1 −1
Sanctioned −2 −2 −1 0 +1 0 +2 0 0 −1 −1 −1 −1 −1 −1
Misguided −1 −1 0 0 0 0 0 +2 +1 +1 +1 0 0 −1 +1
Shun −1 −1 0 0 0 0 0 +1 +2 +1 +1 0 0 −1 +1
Appalling −5 −5 −3 −2 −1 −1 −2 +1 +1 +2 +1 +1 +1 0 +1
Reprimand −5 −5 −3 −2 −1 −1 −2 +1 +1 +1 +2 +1 +1 0 +1
Serious −10 −10 −7 −3 −2 −2 −3 0 +1 +1 0 +2 +1 +1 +1
Exile −10 −10 −7 −3 −2 −2 −3 0 +1 +1 0 +1 +2 +1 +1
Capital −15 −15 −10 −5 −3 −3 −5 0 0 +1 0 +1 +1 +2 +1
Unthinkable −15 −15 −10 −5 −3 −3 −5 0 +1 +1 0 +1 +1 +1 +2

All above info was collected and interpreted from the data given by Toady himself at [1] and confirmed against a disassembly.