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Difference between revisions of "Social skill"

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[[File:speech_preview.png|right]]'''Social skills''' are used mainly by the [[expedition leader]], [[manager]] and [[broker]] in interactions between the [[dwarves]] in your fortress, as well as when talking with [[liaison]]s, [[diplomat]]s, and [[merchant]]s. Social skills can be acquired at embark, while performing various administrative tasks, or while socializing in a [[tavern]]. The starting dwarf with the most [[social skill]]s will almost always become the [[expedition leader]], who will automatically become your first [[mayor]], so when giving social skills to your starting dwarves, don't give them to one whose [[preferences]] will lead to obnoxious [[mandate]]s when she/he becomes mayor.
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[[File:speech_preview.png|right]]'''Social skills''' are primarily important when used by [[expedition leader]]s, [[mayor]]s, and [[broker]]s in interactions between the [[dwarves]] and other tenants of your fortress and when talking with visiting [[liaison]]s, [[diplomat]]s, and [[merchant]]s. They're also used by [[messenger]]s to establish relations between your settlement and a settlement they are sent to. They can be trained at [[embark]], while performing various administrative tasks, while socializing in a [[tavern]], during conversations between two or more idle dwarves, when [[trading]], and during [[meeting]]s with nobles or visitors.
  
The following list is based on the skills listed in the nobles screen when replacing a [[noble]].
+
At the start of a new fortress, the dwarf with the most [[social skill]]s will almost always become the [[expedition leader]]. The holder of this position automatically becomes [[mayor]] when conditions are met, so it is recommended when giving social skills to your starting dwarves during [[embark]] to consider which ones have [[preferences]] that will lead to obnoxious [[mandate]]s when they become mayor — however, the expedition leader position can also be reassigned freely under normal circumstances.
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== List of Social Skills ==
  
==List of social skills==
 
=== Conversational skills ===
 
Social skills are trained at the tavern, during a conversation between two or more idle dwarves, and when [[trading]]. They are also listed as mayor skills.
 
 
{{Skill Box|Social|5:0|5:0|
 
{{Skill Box|Social|5:0|5:0|
 
* [[Conversationalist]]
 
* [[Conversationalist]]
Line 21: Line 20:
 
}}
 
}}
  
There are 7 different types of conversations, each with their own skill sets. Creatures will use whichever skills are available to them (based on their [[personality facet]]s), and if ''no'' skills are available, they will use Negotiation regardless. Skills which are especially relevant will have their skill rolls multiplied (by the number of checkmarks shown), and ones which are less relevant (marked with "x") will be cut in half.
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== Conversations ==
  
{| class="wikitable"
+
There are 7 different types of conversations, each with their own skill sets. Creatures will use whichever skills are available to them (based on their [[personality facet]]s), and if ''no'' skills are available they will default to Negotiation. Skills which are especially relevant to a given context have their skill rolls multiplied (by the number of checkmarks shown in the table below), and ones which are less relevant (marked with 'x') are halved.
! Task !! Conversation !! Comedy !! Flattery !! Judge intent !! Lying !! Intimidation !! Persuasion !! Negotiation !! Console !! Pacify
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 +
{| class="wikitable" style="text-align: center;"
 +
! Task !! Converse !! Comedy !! Flatter !! Judge<br>intent !! Lie !! Intimidate !! Persuade !! Negotiate !! Console !! Pacify
 
|-
 
|-
 
| Calm Venter || √ || √ || √ || √ || √ || √ || √ || √ ||  || √√√
 
| Calm Venter || √ || √ || √ || √ || √ || √ || √ || √ ||  || √√√
Line 40: Line 41:
 
| Chat || √ || √ || √ || √ || √ || √ || √ || √ || √ || √
 
| Chat || √ || √ || √ || √ || √ || √ || √ || √ || √ || √
 
|}
 
|}
 +
 +
== Skills by Noble Position ==
 +
 +
The following list is based on the skills listed in the {{menu icon|n}} nobles screen while replacing a [[noble]].
  
 
===Broker skills===
 
===Broker skills===
The "haggle" skills listed above are used in (and trained by) trading, increasing the chances of a deal being successful. [[Judge of intent]] skill is particularly important as it allows a broker to see how a trader feels about a particular deal. Note that the [[Appraiser]] skill, which is not a social skill, is also very important during the trading process. The skill is required for the player to see the monetary value of sellable items, as well as how accurately their prices can be displayed.
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[[Broker]]s use (and train) the "haggle" conversation skills to increase the chances of a deal being accepted and to influence the details of a merchants' proposed counteroffers. The Judge of intent skill also allows a broker to read a merchant's current mood. Note that the [[Appraiser]] skill, which is not a social skill, is also very important during the trading process because it is required to see the numerical value of sellable items and decides how accurately (with what number of significant figures) their prices are displayed to you.
  
The "cover for gaffe" skills come into play whenever you screw up and offer the Elves something wrong - the higher your broker's skill levels, the less angry the merchants will become (and the greater your chance to be able to continue trading during that season).
+
The "cover for gaffe" skills come into play whenever you <s>screw up</s> offer the Elves an [[Trading#Unacceptable_items|unacceptable item]] — the higher your broker's skills, the less angry they will become and so the greater your chances are to be able to continue trading with them during that season.
  
 
===Diplomat skills===
 
===Diplomat skills===
The "discuss request" skills are useful when negotiating trade agreements, maximizing the profit you can make by selling the goods they want, and minimizing how much extra you have to pay for items you want from them. It also allows you to cut down more trees without getting the Elves angry.
+
The "discuss request" skills are used when negotiating trade agreements to increase the price markup on items they request from you and to decrease the markup on items you request from them. They are also used when negotiating tree-cutting allowances with [[Diplomat#Elven_diplomats|elven diplomats]], allowing you to cut down more trees without angering them.
  
 
===Mayor skills===
 
===Mayor skills===
While all the conversational skills are important for a mayoral dwarf seeking reelection by making friends, dwarves with the [[Consoler]] and [[Pacifier]] skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf). These skills are also all listed as relevant for the [[manager]].
+
While all of the conversational skills are important for a mayoral dwarf seeking reelection (since they will almost certainly repeatedly engage in every kind of conversation during their tenure), dwarves with the Consoler and Pacifier skills tend to be especially valuable as they can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf).
  
==Gaining social skills==
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== Conditions For Usage ==
===[[Fortress mode|Fortress Mode]]===
+
 
Dwarves train their social skills when idling in meeting areas or attending parties ''and'' they are standing near another dwarf. All allowed social skills train at the same rate, except possibly Conversationalist for some dwarves. What social skills are allowed depends on both [[beliefs]] and [[facets]] of the particular dwarf. A typical dwarf meets all the non-override requirements except for low TRUTH, allowing all skills except Liar and Flatterer. Normally, all beliefs and all facets must meet the basic requirements. However, if any *single* facet meets the "override" requirement, all belief requirements are waived (but any other facet requirements remain). Note that beliefs range from -50 to +50, while facets range from 0 to 100.
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The social skills a creature can employ in an interaction depends on both their [[beliefs]] and [[facets]]. ''All'' facets must ''always'' meet their requirements in order to permit the usage of a skill. ''All'' beliefs must meet their requirements as well, but this requirement is waived if ''any'' facet meets a skill's "override" condition. Any [[syndrome]] effects that temporarily modify personality facets (such as inebriation) influence the final value of these checks and can allow or block a skill's usage (i.e. a bashful dwarf can use and train Conversationalist while under the influence of alcohol).
 +
 
 +
A typical dwarf meets all of the non-override requirements except potentially for low TRUTH, meaning (disregarding any overrides) the average dwarf is able to use all social skills except possibly Liar and Flatterer.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 60: Line 67:
 
! Belief
 
! Belief
 
! Facet
 
! Facet
! override
+
! Override
 
|-
 
|-
 
|Persuader
 
|Persuader
Line 112: Line 119:
 
|DISCORD < 25
 
|DISCORD < 25
 
|}
 
|}
 +
Beliefs range from -50 to 50. Facets range from 0 to 100.
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 +
== Training ==
 +
===[[Fortress Mode]]===
 +
 +
Dwarves train their social skills when idling in meeting areas and they are standing near another dwarf. When trained in this manner, skills are trained at the same rate (usually 1 exp. per social one-on-one interaction) except possibly Conversationalist depending on personality.
 +
 +
Dwarves also train certain social skills — and at a much faster rate — when attending or conducting [[meeting]]s, but only social skills related to the nature of the meeting are trained based on the type of conversation it is (i.e. when a dwarf is complaining, the attendee gains experiencing in the Intimidator and Persuader skills while the conductor gains experience in the Intimidator, Persuader, Consoler, and Pacifier skills, meaning neither dwarf gains experience in the Conversationalist, Negotiator, Judge of intent, or Comedian skills). Social skills trained in this way are not necessarily raised at the same rate with each other.
 +
 +
Furthermore, applicable skills can be trained by a dwarf when [[trading]] at a [[trade depot]]. Specifically, this applies to every "broker" skill except for the conversationalist skill.
  
===[[Adventure mode|Adventure Mode]]===
+
===[[Adventure Mode]]===
Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them. {{bug|10874}}) It is unknown if [[personality facet]]s have any effect.
 
  
Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer. Responding with dismissal trains Intimidator. Responding passively trains Pacifier.
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Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them.{{bug|10874}}) It is currently unknown if [[personality facet]]s have any effect.
  
The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.
+
Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer, responding with dismissal trains Intimidator, and responding passively trains Pacifier. The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.
  
Social skills are important in Adventure mode, as they can let you persuade pretty much anyone into doing anything you want. This includes changing NPCs' values, persuading position holders to give up their title, enlisting you into the army, and so on.
+
Social skills are important in Adventure mode as they can let you persuade pretty much anyone into doing anything when high enough. This includes changing NPCs' values, persuading position holders to give up their title, enlisting you into the army, and so on.
  
 
{{skills}}
 
{{skills}}

Latest revision as of 02:20, 10 August 2026

This article is about the current version of DF.
Note that some content may still need to be updated.

Speech preview.png

Social skills are primarily important when used by expedition leaders, mayors, and brokers in interactions between the dwarves and other tenants of your fortress and when talking with visiting liaisons, diplomats, and merchants. They're also used by messengers to establish relations between your settlement and a settlement they are sent to. They can be trained at embark, while performing various administrative tasks, while socializing in a tavern, during conversations between two or more idle dwarves, when trading, and during meetings with nobles or visitors.

At the start of a new fortress, the dwarf with the most social skills will almost always become the expedition leader. The holder of this position automatically becomes mayor when conditions are met, so it is recommended when giving social skills to your starting dwarves during embark to consider which ones have preferences that will lead to obnoxious mandates when they become mayor — however, the expedition leader position can also be reassigned freely under normal circumstances.

List of Social Skills[edit]

Social
 

Conversations[edit]

There are 7 different types of conversations, each with their own skill sets. Creatures will use whichever skills are available to them (based on their personality facets), and if no skills are available they will default to Negotiation. Skills which are especially relevant to a given context have their skill rolls multiplied (by the number of checkmarks shown in the table below), and ones which are less relevant (marked with 'x') are halved.

Task Converse Comedy Flatter Judge
intent
Lie Intimidate Persuade Negotiate Console Pacify
Calm Venter √√√
Vent √√
Discuss Request x √√ x √√√
Haggle √√√ √√√ √√
Cover for Gaffe √√ x √√
Console x x √√√
Chat

Skills by Noble Position[edit]

The following list is based on the skills listed in the Ui n.pngn nobles screen while replacing a noble.

Broker skills[edit]

Brokers use (and train) the "haggle" conversation skills to increase the chances of a deal being accepted and to influence the details of a merchants' proposed counteroffers. The Judge of intent skill also allows a broker to read a merchant's current mood. Note that the Appraiser skill, which is not a social skill, is also very important during the trading process because it is required to see the numerical value of sellable items and decides how accurately (with what number of significant figures) their prices are displayed to you.

The "cover for gaffe" skills come into play whenever you screw up offer the Elves an unacceptable item — the higher your broker's skills, the less angry they will become and so the greater your chances are to be able to continue trading with them during that season.

Diplomat skills[edit]

The "discuss request" skills are used when negotiating trade agreements to increase the price markup on items they request from you and to decrease the markup on items you request from them. They are also used when negotiating tree-cutting allowances with elven diplomats, allowing you to cut down more trees without angering them.

Mayor skills[edit]

While all of the conversational skills are important for a mayoral dwarf seeking reelection (since they will almost certainly repeatedly engage in every kind of conversation during their tenure), dwarves with the Consoler and Pacifier skills tend to be especially valuable as they can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf).

Conditions For Usage[edit]

The social skills a creature can employ in an interaction depends on both their beliefs and facets. All facets must always meet their requirements in order to permit the usage of a skill. All beliefs must meet their requirements as well, but this requirement is waived if any facet meets a skill's "override" condition. Any syndrome effects that temporarily modify personality facets (such as inebriation) influence the final value of these checks and can allow or block a skill's usage (i.e. a bashful dwarf can use and train Conversationalist while under the influence of alcohol).

A typical dwarf meets all of the non-override requirements except potentially for low TRUTH, meaning (disregarding any overrides) the average dwarf is able to use all social skills except possibly Liar and Flatterer.

Skill Belief Facet Override
Persuader ELOQUENCE ≥ -25 ASSERTIVENESS ≥ 25 ASSERTIVENESS > 75
Negotiator (none) (none) N/A
Judge of Intent (none) (none) N/A
Liar TRUTH ≤ 10 (none) N/A
Intimidator POWER ≥ -25
TRANQUILITY ≤ 25
HARMONY ≤ 25
DISCORD ≥ 25
ASSERTIVENESS ≥ 25
DISCORD > 75
ASSERTIVENESS > 75
Conversationalist ELOQUENCE ≥ 25
HARMONY ≥ 25
LEISURE_TIME ≥ -25
COOPERATION ≥ -25
GREGARIOUSNESS ≥ 25
BASHFUL ≤ 75
GREGARIOUSNESS > 75
BASHFUL < 25
Comedian MERRIMENT ≥ -25 HUMOR ≥ 25 HUMOR > 75
Flatterer TRUTH ≤ 25 FRIENDLINESS ≥ 40 FRIENDLINESS > 75
Consoler STOICISM ≤ 25 DISCORD ≤ 75
CRUELTY ≤ 75
SWAYED_BY_EMOTIONS ≥ 25
DISCORD < 25
CRUELTY < 25
SWAYED_BY_EMOTIONS > 75
Pacifier PEACE ≥ -25 DISCORD ≤ 75 DISCORD < 25

Beliefs range from -50 to 50. Facets range from 0 to 100.

Training[edit]

Fortress Mode[edit]

Dwarves train their social skills when idling in meeting areas and they are standing near another dwarf. When trained in this manner, skills are trained at the same rate (usually 1 exp. per social one-on-one interaction) except possibly Conversationalist depending on personality.

Dwarves also train certain social skills — and at a much faster rate — when attending or conducting meetings, but only social skills related to the nature of the meeting are trained based on the type of conversation it is (i.e. when a dwarf is complaining, the attendee gains experiencing in the Intimidator and Persuader skills while the conductor gains experience in the Intimidator, Persuader, Consoler, and Pacifier skills, meaning neither dwarf gains experience in the Conversationalist, Negotiator, Judge of intent, or Comedian skills). Social skills trained in this way are not necessarily raised at the same rate with each other.

Furthermore, applicable skills can be trained by a dwarf when trading at a trade depot. Specifically, this applies to every "broker" skill except for the conversationalist skill.

Adventure Mode[edit]

Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them.Bug:10874) It is currently unknown if personality facets have any effect.

Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer, responding with dismissal trains Intimidator, and responding passively trains Pacifier. The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.

Social skills are important in Adventure mode as they can let you persuade pretty much anyone into doing anything when high enough. This includes changing NPCs' values, persuading position holders to give up their title, enlisting you into the army, and so on.

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused