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Difference between revisions of "23a:Noble"

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==Managing your nobles==
 
==Managing your nobles==
  
On the Noble screen ({{k|n}}), there is a colour-coded list of nobles and some basic information about their current mandates and demands. If a noble's name is white, that means that they are satisfied with their living arrangements. If it is yellow, that means that they have everything they need but one or more rooms are of lower quality than they expect. (For example, a noble who demands a Modest bedroom will appear in yellow on the list if all she has is a Meager bedroom.) If the name is in red, then something is missing: either a room (such as an Office) or an item (such as a Chest).
+
On the Noble screen ({{k|n}}), there is a color-coded list of nobles and some basic information about their current mandates and demands. If a noble's name is white, that means that they are satisfied with their living arrangements. If it is yellow, that means that they have everything they need but one or more rooms are of lower quality than they expect. (For example, a noble who demands a Modest bedroom will appear in yellow on the list if all she has is a Meager bedroom.) If the name is in red, then something is missing: either a room (such as an Office) or an item (such as a Chest).
  
Mandates and demands are also colour-coded. Export restrictions always appear in white. Build orders and Demands first appear in brown, then move through yellow and red the longer they are ignored.
+
Mandates and demands are also color-coded. Export restrictions always appear in white. Build orders and Demands first appear in brown, then move through yellow and red the longer they are ignored.
  
 
==So Why Not Just Drown the Snooty Buggers?==
 
==So Why Not Just Drown the Snooty Buggers?==
Line 63: Line 63:
 
==Types of nobles==
 
==Types of nobles==
  
The nobles available to a fortress include the following. Requirements for each noble are in parentheses.
+
The nobles available to a fortress include the following. Requirements for each noble are in parentheses, and nobles which are indented arrive with the noble above them.
  
 
===Assorted===
 
===Assorted===
 
+
* The [[Manager]] (20 dwarves, diverse tasks) - Enables work orders and [[Workshop#Workshop profiles|workshop profiles]], activates [[Dwarven economy]] when combined with [[Bookkeeper]]
* The [[Manager]] (20 dwarves, diverse tasks) - Enables work orders and [[23a:Workshop#Workshop_profiles|workshop profiles]], activates [[Dwarven economy]] when combined with [[Bookkeeper]]
+
** The [[Sheriff]] - Activates Dwarven [[Justice]]
** The [[Sheriff]] - Activates Dwarven [[Justice]], comes with Manager
+
* The [[Mayor]] (50 dwarves, diverse tasks) - Takes complaints from guild leaders
* The [[Mayor]] (50 dwarves, diverse tasks) - Activates [[Fortress guard]], enables [[Siege]]s
+
** The [[Captain of the guard]] - Activates [[Fortress guard]], promoted from [[Sheriff]]
** The [[Captain of the guard]] (promoted from Sheriff)
+
* The [[Governor]] (80 dwarves, diverse tasks) - Meets with [[diplomat]]s if the [[Baron]], [[Count]], [[Duke]], or [[King]] is unavailable
* The [[Governor]] (80 Dwarves, diverse tasks) - Meets with [[diplomat]]s if the [[Baron]], [[Count]], [[Duke]], or [[King]] is unavailable
 
 
* The [[Philosopher]] (100 dwarves) - Does nothing
 
* The [[Philosopher]] (100 dwarves) - Does nothing
  
 
===Economy & trade===
 
===Economy & trade===
 
+
* The [[Broker]] (Exported wealth 500☼) - Shows item values in the Trade screen, attracts Human [[guild representative]]
* The [[Broker]] (Exported wealth 500☼) - Attracts Human [[guild representative]], allows seeing item values in trade screen
+
* The [[Trade minister]] (Exported wealth 2,500☼) - Attracts Human [[merchant baron]]
* The [[Trade minister]] (Exported wealth 2,500☼) - Attracts Human [[merchant baron]], enables [[Siege]]s.
 
 
* The [[Guildmaster]] (Exported wealth 10,000☼) - Attracts Human [[merchant prince]]
 
* The [[Guildmaster]] (Exported wealth 10,000☼) - Attracts Human [[merchant prince]]
  
* The [[Bookkeeper]] (Created wealth 5,000☼ + 2,500 [[coin]]s) - Enables [[stocks]] screen, activates [[Dwarven economy]] when combined with [[Manager]]
+
* The [[Bookkeeper]] (Created wealth 5,000☼ + 2,500 [[coin]]s) - Allows viewing fortress wealth and the [[stocks]] screen, activates [[Dwarven economy]] when combined with [[Manager]]
* The [[Treasurer]] (Created wealth 25,000☼ + 15,000 coins) - Enables [[Siege]]s
+
* The [[Treasurer]] (Created wealth 25,000☼ + 15,000 coins)
 
* The [[Hoardmaster]] (Created wealth 100,000☼ + 50,000 coins)
 
* The [[Hoardmaster]] (Created wealth 100,000☼ + 50,000 coins)
  
* The [[Dungeon master]] (Dig to chasm + 25,000 coins) - Make electrum, tame exotics
+
* The [[Dungeon master]] (Dig to chasm + 25,000 coins) - Allows making [[electrum]], minting coins from [[electrum]] and [[platinum]], and taming exotic creatures
  
 
===Guild leaders===
 
===Guild leaders===
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===Military order representatives===
 
===Military order representatives===
 
 
* The [[Order of the axe]] representative (Forge 50 axes)
 
* The [[Order of the axe]] representative (Forge 50 axes)
 
* The [[Order of the crossbow]] representative (Forge 50 crossbows)
 
* The [[Order of the crossbow]] representative (Forge 50 crossbows)
Line 108: Line 105:
  
 
===True nobility===
 
===True nobility===
* The [[Baron]] and [[Baron consort]] (have [[Manager]], [[Broker]], and [[Bookkeeper]]) - Attracts Human and Elf Diplomats
+
* The [[Baron]] and [[Baron consort]] (have [[Manager]], [[Broker]], and [[Bookkeeper]]) - Attracts Human and Elf [[Diplomat]]s
** The [[Tax collector]] (Comes with Baron)
+
** The [[Tax collector]] - Gathers property to please nobles, activates the [[Royal guard]]
** The [[Hammerer]] (Comes with Baron)
+
** The [[Hammerer]] - Executes dwarves who have committed serious crimes
 
* The [[Count]] and [[Count consort]] (have [[Mayor]], [[Trade minister]], and [[Treasurer]])
 
* The [[Count]] and [[Count consort]] (have [[Mayor]], [[Trade minister]], and [[Treasurer]])
 
* The [[Duke]] and [[Duke consort]] (have [[Governor]], [[Guildmaster]], and [[Hoardmaster]])
 
* The [[Duke]] and [[Duke consort]] (have [[Governor]], [[Guildmaster]], and [[Hoardmaster]])
* The [[King]] and [[King consort]] (have [[Duke]] and fulfill requirements '''or''' find [[adamantine]])
+
* The [[King]] and [[King consort]] (have [[Duke]] and fulfill requirements '''or''' find [[adamantine]]) - Makes your fortress the Mountainhome and compels you to mine [[raw adamantine]]
** The [[Advisor]] (Comes with King/Queen)
+
** The [[Advisor]] - Promoted from your former [[Outpost liaison]], which means you can no longer request goods from the Dwarven caravan
  
 
==Summary of Requirements==
 
==Summary of Requirements==
 
{| border="1" style="text-align:center"
 
{| border="1" style="text-align:center"
!Noble!!Bedroom!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Weapon Racks!!Armor Stands!!Max Mandates!!Max Demands
+
!Noble<br>(40)!!Bedroom<br>(39)!!Dining Room<br>(39)!!Office<br>(33)!!Tomb<br>(10)!!Chests<br>(83)!!Cabinets<br>(56)!!Weapon Racks<br>(68)!!Armor Stands<br>(56)!!Max Mandates<br>(35)!!Max Demands<br>(85)
 
|-
 
|-
 
!Manager
 
!Manager

Latest revision as of 13:14, 25 August 2024

This article is about an older version of DF.

Who Are These Purple Dwarves?[edit]

Nobles are special dwarves who will immigrate to your fortress when you meet certain requirements. They will only arrive in the Spring, and they will only show up after a successful visit from the Autumn caravan. They have far greater requirements for happiness than a common dwarf and will perform almost no labor in the normal sense of the word. They can and will make extremely inconvenient demands of your time and production and a few are well armed and armored, which becomes relevant if you ignore their happiness long enough for them to throw tantrums or go berserk.

Social Complexity[edit]

Nobles add to the complexity and depth of the game. They give you entirely new levels of power and control over your dwarves at the cost of requiring you to pay more attention to their happiness. They are introduced into your game gradually, as you meet certain requirements, in order to stagger out the difficulty of accommodating them and to accustom yourself to the new options that open up with their cooperation.

They do some work, after all[edit]

When it comes to actual work, nobles are dwarves with all labor options turned off. There are a few tasks that cannot be influenced by that menu, and nobles will perform all of them. For example: flipping switches, caging and chaining animals, carrying goods to the trade depot. They will also harvest plants if the option "all dwarves harvest" is set in the standing orders.

Noble requirements[edit]

Nobles have significant requirements that must be fulfilled for them to be happy.

General[edit]

Each noble's profile will give the exact details of what he requires. In general, they demand several rooms of a quality dependent on the rank of the noble. Usually, this is an office (built from chairs), a dining room (built from tables) and a bedroom (built from beds). In addition, they will want furniture of certain kinds. The specifics vary, but most nobles like having chests, cabinets, weapon racks, and armor stands in their rooms.

Nobles have an inherent desire to maintain the status quo. Pursuant to this, they will always receive an unhappy thought if they do not have more material possessions and better property than their subordinates. Frustratingly, not even Legendary dwarves are exempt from this comparison with nobles. Nobles may also have worries or concerns related to their specific field. The Sheriff, for example, will receive an unhappy thought if you do not have sufficient cages or chains, and the Captain of the Guard will be upset if there are too few fortress guards.

Mandates[edit]

Some nobles also issue mandates for production of different items (items they like personally) or prohibit their export. Nobles become upset if production mandates aren't met at the appointed deadline.

Guild Mandates[edit]

Once you have a mayor and one or more guild nobles you may periodically see another type of mandate. If a dwarf spends too much of a season idle or doing tasks outside their profession, they will become unhappy about the amount of work available and will seek out a meeting with their guild representative (if their guild is present). The guild noble will then take their complaints to the Mayor, who will issue a mandate the next season requiring a certain number of profession-specific tasks to be completed. These mandates can be avoided entirely by making sure all dwarves have plenty of work related to their profession; if you have too many immigrants in a profession you don't need, train them in something else until their profession changes or draft them into the military if you want to avoid them taking time off to complain to the guilds.

Beware that the Mayor can only accept requests from 3 guilds per season; if more than 3 guilds make requests during a single season, then those requests will be ignored, making those guilds unhappy and potentially leading them to go on strike.

Demands[edit]

Finally, some nobles might demand a certain item in their personal rooms. They can demand a specific type of furniture, material, or both. If they don't get their wish, they will become more and more upset. Regardless of whether you have given them their demanded item or not, nobles will "forget about a demand" after some time.

Encrusting doesn't count for making an item, so the only way to satisfy a gem item demand is to build a window (b-y) out of cut gems.

Consequences of ignoring noble mandates[edit]

If a Mandate goes for an extended period of time without being met, and if your fortress has a jail (or restraints that are reserved for justice), a dwarf will be arrested and briefly imprisoned for insubordination. They may also (or instead) be given a beating.

In the case of production mandates, a dwarf with the appropriate labor preference will be punished; so, for example, if a noble asks for some statues to be built, and they are not built, a mason will be imprisoned or beaten.

If you sell an item that a noble has commanded you not to export, all of the dwarves who carried the forbidden item(s) to the trade depot will be punished. If any of the perpetrators are nobles, legendary dwarves, or champions, then they will be listed in the Justice screen as having committed Violation of Export Prohibition crimes, but no actual punishments will be given. Oddly, if the banned items were carried to the depot in bins and the bins themselves were not sold, then no dwarves will be punished (and the noble who issued the mandate will be unhappy that nobody could be punished).

Needless to say, punishments cause a lot of unhappy thoughts, especially in the case of long prison sentences. This can cause an undesirable cycle of tantrums on the part of the "criminal."

Managing your nobles[edit]

On the Noble screen (n), there is a color-coded list of nobles and some basic information about their current mandates and demands. If a noble's name is white, that means that they are satisfied with their living arrangements. If it is yellow, that means that they have everything they need but one or more rooms are of lower quality than they expect. (For example, a noble who demands a Modest bedroom will appear in yellow on the list if all she has is a Meager bedroom.) If the name is in red, then something is missing: either a room (such as an Office) or an item (such as a Chest).

Mandates and demands are also color-coded. Export restrictions always appear in white. Build orders and Demands first appear in brown, then move through yellow and red the longer they are ignored.

So Why Not Just Drown the Snooty Buggers?[edit]

Despite their downsides, nobles usually provide you with significant advantages as well - the Broker will allow you to see the cash value of the goods you trade in the trade interface, the Bookkeeper gives you access to the Stocks screen so you can melt items or chasm them, and the Manager will allow you to place large-scale production orders for any item in the game rather than locating individual workshops and queueing up the jobs one at a time. Additionally, though most nobles "will not work" (according to the v menu), this merely means they will not do any job from the official "jobs list." They will, however, harvest food, move items to the trade depot, pull levers, and, in some cases, move caged animals/monsters.

Killing a noble is worse than killing a normal dwarf: deaths cause your immigration to be lower, and noble deaths have a larger impact on immigration. Nobles that die are replaced in a later immigration season, so there's no way to get rid of them permanently. If a married Noble dies and his/her consort survives, the replacement will arrive with _another_ consort. (Yes, they are multiplying. Be very afraid.)

Types of nobles[edit]

The nobles available to a fortress include the following. Requirements for each noble are in parentheses, and nobles which are indented arrive with the noble above them.

Assorted[edit]

Economy & trade[edit]

Guild leaders[edit]

Military order representatives[edit]

True nobility[edit]

Summary of Requirements[edit]

Noble
(40)
Bedroom
(39)
Dining Room
(39)
Office
(33)
Tomb
(10)
Chests
(83)
Cabinets
(56)
Weapon Racks
(68)
Armor Stands
(56)
Max Mandates
(35)
Max Demands
(85)
Manager Modest Quarters Modest Dining Room Modest Office 1 1 1 1 1
Sheriff Modest Quarters Modest Dining Room Modest Office 1 1 1 1 1
Captain of the Guard Quarters Dining Room Office 1 1 1 1 2
Mayor Decent Quarters Decent Dining Room Decent Office 2 1 1 1 1 2
Governor Fine Quarters Fine Dining Room Splendid Office 3 2 2 2 2 3
Philosopher 2
Broker Meager Quarters Meager Dining Room Meager Office 1 1 1 1 1 1
Trade Minister Quarters Dining Room Office 2 1 1 1 2 2
Guildmaster Decent Quarters Decent Dining Room Decent Office 3 2 2 2 3 3
Bookkeeper Meager Quarters Meager Dining Room Meager Office 1 1 1 1 1
Treasurer Quarters Dining Room Office 2 1 1 1 1 2
Hoardmaster Decent Quarters Decent Dining Room Decent Office 3 2 2 2 2 3
Dungeon Master Quarters Dining Room Office Burial Chamber 1 1 1 1 1
House Ber Decent Quarters Decent Dining Room 1 1 1 1 1
House Fer Decent Quarters Decent Dining Room 1 1 1 1 1
House Råsh Decent Quarters Decent Dining Room Decent Office Burial Chamber
Mason's Guild Decent Quarters Decent Dining Room Decent Office 1 1 1 1 1
Miner's Guild Decent Quarters Decent Dining Room Decent Office 1 1 1 1 1
Craftsdwarves Guild Decent Quarters Decent Dining Room Decent Office 1 1 1 1 1
Carpenter's Guild Decent Quarters Decent Dining Room Decent Office 1 1 1 1 1
Metalsmith's Guild Decent Quarters Decent Dining Room Decent Office 1 1 1 1 1
Jeweler's Guild Decent Quarters Decent Dining Room Decent Office 1 1 1 1 1
Alchemist Modest Quarters Modest Dining Room Modest Office 1 1 1 1 1
Order of the Axe Quarters Dining Room Office 1 1 3 1 1
Order of the Crossbow Quarters Dining Room Office 1 1 3 1 1
Order of the Hammer Quarters Dining Room Office 1 1 3 1 1
Order of the Mace Quarters Dining Room Office 1 1 3 1 1
Order of the Spear Quarters Dining Room Office 1 1 3 1 1
Order of the Sword Quarters Dining Room Office 1 1 3 1 1
Tax Collector Modest Quarters Modest Dining Room Office 2 1 1 1 1 1
Hammerer Modest Quarters Dining Room 2 1 1 1 2
Baron Decent Quarters Decent Dining Room Decent Office Tomb 2 1 1 1 1 2
Baron Consort Decent Quarters Decent Dining Room Tomb 2 1 1 1 1 2
Count Great Bedroom Great Dining Room Throne Room Mausoleum 3 2 2 2 2 3
Count Consort Great Bedroom Great Dining Room Mausoleum 3 2 2 2 2 3
Duke Grand Bedroom Grand Dining Room Opulent Throne Room Grand Mausoleum 5 3 3 3 3 5
Duke Consort Grand Bedroom Grand Dining Room Grand Mausoleum 5 3 3 3 3 5
King Royal Bedroom Royal Dining Room Royal Throne Room Royal Mausoleum 10 5 5 5 5 10
King Consort Royal Bedroom Royal Dining Room Royal Mausoleum 10 5 5 5 5 10
Advisor Great Bedroom Great Dining Room Throne Room 3 2 2 2 3
TOTALS: 2/5/10/14/1/3/2/2 (39) 2/4/11/14/1/3/2/2 (39) 2/3/11/12/1/2/1/1 (33) 0/0/2/2/0/2/2/2 (10) 83 56 68 56 35 85