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Difference between revisions of "Guild"
OluapPlayer (talk | contribs) (from my understanding all guilds are functionally identical, so we don't need separate pages for each) |
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− | '''Guilds''' are organizations established when | + | '''Guilds''' are organizations established when 10 members of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper". <!-- Also observed: "The Autumnal Guild", a Ranger guild with a guildhall named "The Grove of Deer". --> |
− | Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires | + | Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. A guildhall requires 2000☼ (by default) and Grand Guildhall at 10000☼ zone wealth to be considered established. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. {{Verify|is this still true? The UI no longer shows petitions.}} There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile. |
− | While a guild is | + | While a guild is unestablished, it can still hold public skill demonstrations for idlers. |
− | + | Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as [[furnace operator]] or [[weaponsmith]] are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds. | |
− | + | ==List of guilds== | |
− | + | This is a list of guild halls that you can select when adding a new location (e.g. {{k|i}} -> set a zone -> {{k|m}} -> {{k|l}} -> {{k|a}} -> {{k|g}} -> choose a guild type -> {{k|enter}}). General guilds are in '''bold''', followed by specific guilds they include. | |
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− | {{Category|Jobs}} | + | {| {{prettytable}} |
+ | |- | ||
+ | ! [[Miner]] hall | ||
+ | |- | ||
+ | ! [[Woodworker]] hall | ||
+ | | [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall | ||
+ | |- | ||
+ | ! [[Stoneworker]] hall | ||
+ | | [[Engraver]] hall • [[Mason]] hall | ||
+ | |- | ||
+ | ! [[Ranger]] hall | ||
+ | | [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall | ||
+ | |- | ||
+ | ! [[Metalsmith]] hall | ||
+ | | [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall | ||
+ | |- | ||
+ | ! [[Jeweler]] hall | ||
+ | | [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall | ||
+ | |- | ||
+ | ! [[Craftsdwarf]] hall | ||
+ | | [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall <br />• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall | ||
+ | |- | ||
+ | ! [[Fishery worker|Fishery Worker]] hall | ||
+ | | [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall | ||
+ | |- | ||
+ | ! [[Farmer]] hall | ||
+ | | [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall<br /> • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall<br /> • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall | ||
+ | |- | ||
+ | ! [[Engineer]] hall | ||
+ | | [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall | ||
+ | |- | ||
+ | ! [[Doctor]] hall | ||
+ | | [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall | ||
+ | |} | ||
+ | |||
+ | ==Guilds in World Generation== | ||
+ | |||
+ | Guilds are formed in world generation, by civilizations that value [[Personality traits, values, and dreams#Value:CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]]. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them. | ||
+ | |||
+ | {{D for Dwarf}} | ||
+ | In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice. | ||
+ | |||
+ | Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill. | ||
+ | |||
+ | Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now. | ||
+ | |||
+ | The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Saftey Guidelines. | ||
+ | <br> | ||
+ | {{Category|Jobs}}{{Template:V50 entities}} | ||
[[ru:Guild]] | [[ru:Guild]] |
Latest revision as of 03:40, 14 November 2024
This article was migrated from DF2014:Guild and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This article is a stub. You can improve the article by expanding it. |
Guilds are organizations established when 10 members of your fortress practice the same profession, or professions in the same category. Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold skill demonstrations, slowly training them as if they were a military squad under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper".
Guildhalls work similarly to barracks and taverns, by providing skill training and some degree of socialization. A guildhall requires 2000☼ (by default) and Grand Guildhall at 10000☼ zone wealth to be considered established. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.[Verify] There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.
While a guild is unestablished, it can still hold public skill demonstrations for idlers.
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as furnace operator or weaponsmith are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.
List of guilds[edit]
This is a list of guild halls that you can select when adding a new location (e.g. i -> set a zone -> m -> l -> a -> g -> choose a guild type -> enter). General guilds are in bold, followed by specific guilds they include.
Guilds in World Generation[edit]
Guilds are formed in world generation, by civilizations that value craftsmanship, such as dwarves and humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for religious groups. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/Record keeper. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.
This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable. |
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.
Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now.
The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Saftey Guidelines.
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Diplomacy |