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Difference between revisions of "23a:Guild"

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Once the [[economy]] has activated{{verify}}, if a particular profession is sufficiently prominent within your fortress, whether from having a large quantity of workers or from having completed a sufficient number of jobs, a guild leader [[noble]] will arrive as a migrant. From that point forward, if said dwarves are not given enough work to do, they will meet with their guild leader to complain about the lack of work. Once enough complaints are received, the guild leader will then meet with the [[Mayor]] and make a request to mandate jobs for that guild, at which point the mayor will make a [[mandate]] "that certain jobs be completed".
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Once the [[economy]] has activated, if a particular profession is sufficiently prominent within your fortress, whether from having a large quantity of workers or from having completed a sufficient number of jobs, a guild leader [[noble]] will arrive as a migrant. From that point forward, if said dwarves are not given enough work to do, they will meet with their guild leader to complain about the lack of work. The guild leaders will then meet with the [[Mayor]] and make requests in favor of their guild members.
  
 
The following guilds exist:
 
The following guilds exist:
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* [[Jewelers guild]] - [[Jeweler]]s
 
* [[Jewelers guild]] - [[Jeweler]]s
 
* [[Craftsdwarves guild]] - [[Craftsdwarf|Craftsdwarves]] and [[Mechanic]]s
 
* [[Craftsdwarves guild]] - [[Craftsdwarf|Craftsdwarves]] and [[Mechanic]]s
* [[Trapper]]s - [[House fer]]
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* [[House fer]] - [[Trapper]]s
 
* [[House ber]] - [[Farmer]]s and [[Fisherdwarf|Fisherdwarves]]
 
* [[House ber]] - [[Farmer]]s and [[Fisherdwarf|Fisherdwarves]]
  
Each guild has its own wage rate, visible from the job manager screen - if circumstances result in guild members being chronically unemployed, the Mayor may temporarily boost their wages to compensate, giving the message "(Name), Mayor has changed the guild wages."
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At the beginning of each season, the Mayor will respond to the 3 most prominent guilds (ranked by the number of requests) by either raising the guild's wages to 150% for the next season or by making a [[mandate]] "that certain jobs be completed". If more than 3 guilds have made requests during one season, the remaining requests will be ignored. Having a guild request approved gives the guild leader a happy thought and boosts the guild's morale, while having the request ignored gives the guild leader an unhappy thought and lowers the guild's morale.
  
Completing mandated guild jobs will give the guild leader a happy thought and boost the guild's morale, while ignoring guild jobs will give the guild leader an unhappy thought and lower the guild's morale. Unhappy guilds can be dangerous - if a guild is unhappy enough, the leader will order a '''work slowdown''', during which all workers within the guild will deliberately perform their jobs significantly slower than usual.
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Unhappy guilds can be dangerous - if a guild is unhappy enough, its leader may order a '''work slowdown''' for 1.5 to 3 months. During a labor slowdown, all jobs related to that guild will be performed at 25% of the speed of a completely ''unskilled'' worker.  Additionally, the guild leader will be randomly accused of the [[Justice|crime]] of "Conspiracy to Slow Labor", though no actual punishment will be carried out (due to all nobles being immune to justice).
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Beware that the 6 [[cult]]s also randomly make requests to the Mayor to produce additional weapons, and these may potentially cause guild requests to be ignored.
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==Bugs==
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If more than 6 Guild requests are made during the same season, the game will crash at the beginning of the next season ({{bug|6449}}). The following patch for version 0.23.130.23a fixes this:
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{{spoil small|<nowiki>0x2CB95A : 82 -> 81</nowiki>|Binary Patch Enclosed}}
  
 
{{Category|Nobles}}
 
{{Category|Nobles}}
 
{{Category|Jobs}}
 
{{Category|Jobs}}

Latest revision as of 18:25, 11 June 2024

This article is about an older version of DF.

Once the economy has activated, if a particular profession is sufficiently prominent within your fortress, whether from having a large quantity of workers or from having completed a sufficient number of jobs, a guild leader noble will arrive as a migrant. From that point forward, if said dwarves are not given enough work to do, they will meet with their guild leader to complain about the lack of work. The guild leaders will then meet with the Mayor and make requests in favor of their guild members.

The following guilds exist:

At the beginning of each season, the Mayor will respond to the 3 most prominent guilds (ranked by the number of requests) by either raising the guild's wages to 150% for the next season or by making a mandate "that certain jobs be completed". If more than 3 guilds have made requests during one season, the remaining requests will be ignored. Having a guild request approved gives the guild leader a happy thought and boosts the guild's morale, while having the request ignored gives the guild leader an unhappy thought and lowers the guild's morale.

Unhappy guilds can be dangerous - if a guild is unhappy enough, its leader may order a work slowdown for 1.5 to 3 months. During a labor slowdown, all jobs related to that guild will be performed at 25% of the speed of a completely unskilled worker. Additionally, the guild leader will be randomly accused of the crime of "Conspiracy to Slow Labor", though no actual punishment will be carried out (due to all nobles being immune to justice).

Beware that the 6 cults also randomly make requests to the Mayor to produce additional weapons, and these may potentially cause guild requests to be ignored.

Bugs[edit]

If more than 6 Guild requests are made during the same season, the game will crash at the beginning of the next season (Bug:6449). The following patch for version 0.23.130.23a fixes this: