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− | + | {{Quality|Superior|15:42, 31 July 2014 (UTC)}} | |
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{{av}} | {{av}} | ||
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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]]. | + | '''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 | + | 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 | + | | 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 | + | | This also determines whatever or not a race is willing to butcher other sapients. |
|- | |- | ||
| {{text anchor|KILL_ANIMAL}} | | {{text anchor|KILL_ANIMAL}} | ||
− | | A response | + | | 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 | + | | If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode. |
|- | |- | ||
| {{text anchor|KILL_PLANT}} | | {{text anchor|KILL_PLANT}} | ||
− | | This | + | | 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}} | ||
− | | | + | | |
|- | |- | ||
| {{text anchor|MAKE_TROPHY_ANIMAL}} | | {{text anchor|MAKE_TROPHY_ANIMAL}} | ||
− | | This determines whether animal kills will lead to characters with trophies | + | | 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 | + | | 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 | + | | 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. | + | |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 | + | | This determines whether the race will try to steal goods. |
|- | |- | ||
| {{text anchor|TORTURE_ANIMALS}} | | {{text anchor|TORTURE_ANIMALS}} | ||
− | | | + | | |
|- | |- | ||
| {{text anchor|TORTURE_AS_EXAMPLE}} | | {{text anchor|TORTURE_AS_EXAMPLE}} | ||
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|- | |- | ||
| {{text anchor|TREASON}} | | {{text anchor|TREASON}} | ||
− | | Protects position | + | | 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}} | + | | 12 || {{text anchor|PUNISH_SERIOUS}} |
|- | |- | ||
− | | 13 || {{text anchor|PUNISH_EXILE}} | + | | 13 || {{text anchor|PUNISH_EXILE}} |
|- | |- | ||
− | | 14 || {{text anchor|PUNISH_CAPITAL}} | + | | 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}} | ||
|} | |} | ||
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==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 | + | 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 | + | 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" | ||
− | ! | + | !| 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 == | ||
− | |||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#dddddd" | |- bgcolor="#dddddd" | ||
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| Unthinkable | | Unthinkable | ||
|} | |} | ||
+ | |||
+ | [[Animal people]] currently have the same ethics as kobolds. | ||
+ | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
[[ru:Ethic]] | [[ru:Ethic]] |