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Difference between revisions of "40d:Expedition leader"

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Every fortress has one dwarf that is informally known as '''the leader'''. The leader is not chosen by the player (but the player can sometimes influence the selection). As the population of the fortress grows, the title and responsibilities of the leader change, and the dwarf who is leader may change also, but there is always just one, or will be again if the last one dies.
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{{Quality|Exceptional}}{{Noble
 
 
The leader is what is called an "[[Noble#Appointments|appointed noble]]" position, meaning they come from the dwarfs within the existing population of your fortress, as opposed to [[noble#Immigrant Nobles|immigrant nobles]] like a [[philosopher]], [[hammerer]] or [[king]] who arrive from off-map.  Your leader will perform any jobs you assign them as well as any other dwarf (unlike immigrant nobles).
 
 
 
At the start of a new game, the duties of [[manager|Outpost Manager]], [[Treasurer]], and [[broker|Outpost Broker]] are automatically assigned to the designated Leader.  However, in the {{k|n}}obles screen, any of these can be {{k|r}}eplaced as the player wishes.  With a small fortress, these positions often consume very little time, so it is common to leave some or all to the leader, at least to start, but they are separate and not to be confused with the position and duties of "your leader".
 
 
 
==Expedition Leader==
 
{{Noble
 
 
| noble=Expedition Leader
 
| noble=Expedition Leader
 
| arrival=
 
| arrival=
* none, designated upon embark
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* None, automatically appointed
 
| function=
 
| function=
 
* Meet with liaison
 
* Meet with liaison
 
* Listen to complaints  
 
* Listen to complaints  
}}
+
}}{{av}}
 +
 
 
Every fortress starts with an '''Expedition Leader''', a low-grade [[noble]] position that is automatically appointed when you start your game.  It is not possible to choose a new expedition leader while the current one remains alive. Your first expedition leader is semi-randomly chosen from the starting dwarves. Giving one dwarf [[social skill]]s will greatly increase the chance that this dwarf is chosen as the leader; otherwise it is completely random.   
 
Every fortress starts with an '''Expedition Leader''', a low-grade [[noble]] position that is automatically appointed when you start your game.  It is not possible to choose a new expedition leader while the current one remains alive. Your first expedition leader is semi-randomly chosen from the starting dwarves. Giving one dwarf [[social skill]]s will greatly increase the chance that this dwarf is chosen as the leader; otherwise it is completely random.   
  
 
If your Expedition Leader is slain and you do not choose a new one from the {{k|n}}obles screen, a new dwarf will be automatically, semi-randomly designated for the job after about half a season.
 
If your Expedition Leader is slain and you do not choose a new one from the {{k|n}}obles screen, a new dwarf will be automatically, semi-randomly designated for the job after about half a season.
  
When the population of a fort reaches 50, the expedition leader becomes the '''Mayor'''.
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When the population of a fort reaches 50, the expedition leader becomes the [[Mayor]].
 
 
==Duties in common==
 
 
 
Both '''Expedition Leaders''' and '''Mayors''' have only one real duty, and that is meeting with other dwarfs.  The other dwarf will attempt to schedule a meeting with the Leader. An "Attend Meeting" job will be started for the other dwarf, and a "[[Meeting|Conduct Meeting]]" job will be started for the Leader, ''if'' they are not doing anything else.  If a dwarf is following your leader around and around, chances are they want to meet with them but the leader is too busy with other jobs to do it.  (The dwarf who wants the meeting will have the "Attend Meeting" job showing, even if the leader has not yet joined in the process.)
 
 
 
:''Note - If the leader is interrupted out of their Conduct Meeting, the "Attend Meeting" dwarf has been known to get stuck. {{k|A}}ssigning that dwarf to the military, and then unassigning them, usually fixes this, if with an unhappy thought if they are not a [[soldier]].''
 
 
 
Dwarfs want to meet for important reasons (to them, at least), and ignoring them is not a good plan.  This can possibly cause the dwarf to become [[Insanity|depressed]] or go [[berserk]] if they are ignored long enough.  Be warned that if your Expedition Leader is set to perform any other tasks, he may be too busy to conduct a meeting, or not soon enough to suit the other party.  If this is occurring, it is ''strongly recommended'' that all jobs be turned off for the leader until all meetings are over.  In extreme situations, if the leader is asleep, deconstructing the [[bed]] will wake them (and give them an unhappy thought). If they are in a [[party]], undefining/deconstructing the furniture that defines the meeting area will break up that party.
 
 
 
The leader meets with other dwarfs for one of two reasons:
 
 
 
=== 1) Meet with Liaison ===
 
[[Image:Goblin_Slaying_Mayor.png‎|thumb|left|A dwarven mayor conducting a "meeting" with some goblin "liasons".]]
 
Leaders meet with a [[liaison]] to discuss [[trade#liaison|trade arrangements]] or other political issues.  (Human liaisons will only meet with the designated [[broker]] to discuss trade issues - they have no refined sense of etiquette.)
 
 
 
:In the process, the Leader uses the following skills:
 
 
 
:* [[Persuader]]
 
:* [[Intimidator]]
 
:* [[Negotiator]]
 
:* [[Flatterer]]
 
:* [[Judge of intent]]
 
 
 
Once the fortress has certain [[noble#Immigrant Nobles|immigrant nobles]], liaisons will meet with them instead (see below).
 
 
 
Happy or unhappy thoughts are generated from meeting with liaisons, depending on the setting.
 
 
 
=== 2) Counsellor ===
 
Leaders meet with seriously unhappy dwarfs to listen to their complaints, and (hopefully) make them feel better. You can think of a leader as something like your fortress psychiatrist in this manner.
 
 
 
:In doing this duty, the leader uses the skills:
 
:* [[Consoler]]
 
:* [[Pacifier]]
 
 
 
:When a dwarf has experienced a personal loss, or is just fed up with the general conditions, a good leader can talk them down from the ledge, and get them back to work.
 
 
 
Complaining will give the complainer a happy thought, while giving the leader an unhappy one (and most probably save much worse in the complainer).
 
 
 
== Mayor ==
 
{{Noble
 
| noble=Mayor
 
| quarters=Decent Quarters
 
| dining=Decent Dining Room
 
| office=Decent Office
 
| stands=1
 
| racks=1
 
| chests=2
 
| cabinets=1
 
| arrival=
 
* 50 population
 
* Election
 
| function=
 
* Meet with [[Liaison]]
 
* Listen to complaints
 
}}
 
When the population of a fortress reaches 50, the [[Expedition leader]] automatically becomes the '''Mayor''', another, similar [[Noble#Appointments|appointed noble]] position.
 
 
 
After a period of time, the fortress's [[dwarves]] may elect a new Mayor, who will demand improved [[room|accomodations]] accordingly. The former Mayor will revert to the profession they had previously and will no longer require those rooms. Becoming Mayor gives a happy [[thought]]. Dwarves currently in the military are not eligible to be elected as mayor.
 
 
 
The amount of [[friends]] a [[dwarf]] may be the main factor in his election to the office of Mayor. However, there is a random element to it, and so it is quite possible for a dwarf with no [[social skill]]s and fewer friends to be elected over a dwarf who has either or both.
 
 
 
A Mayor will sometimes make [[mandate]]s, which can include banning [[trade|exports]] or producing certain [[goods]].  If a new Mayor is elected when a mandate is in effect, that mandate will end, and no dwarves will be punished for not meeting it.
 
 
 
== Immigrant/Promoted nobles ==
 
 
 
[[Count|Countesses and Counts]], [[Duke|Duchesses and Dukes]], [[Baron|Baronesses and Barons]], and [[King|Queens and Kings]] may immigrate to your fortress, or be promoted from lesser titles. The dwarven liason and any diplomats will meet with them rather than your Mayor, but the Mayor will still remain the "leader" of your fortress, and still bear the duties of meeting with unhappy dwarfs.
 
 
 
== Adventure Mode - Human mayors ==
 
In [[Adventure mode]], [[Human]] towns each have their own Mayor, and almost every one of them is a master of a weapon skill. The Mayors give [[quest]]s out to [[adventurer]]s, and no matter how much you might plead they never join adventurers on their travels.
 
 
 
  
[[Category:Nobles]]
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{{nobles}}

Latest revision as of 15:17, 28 August 2014

Expedition Leader
Room requirements  
Office None
Quarters None
Dining room None
Tomb None
Furniture requirements
Chests None
Cabinets None
Weapon racks None
Armor stands None
Other
Mandates None
Demands None
Arrival conditions
  • None, automatically appointed
Function
  • Meet with liaison
  • Listen to complaints
This article is about an older version of DF.

Every fortress starts with an Expedition Leader, a low-grade noble position that is automatically appointed when you start your game. It is not possible to choose a new expedition leader while the current one remains alive. Your first expedition leader is semi-randomly chosen from the starting dwarves. Giving one dwarf social skills will greatly increase the chance that this dwarf is chosen as the leader; otherwise it is completely random.

If your Expedition Leader is slain and you do not choose a new one from the nobles screen, a new dwarf will be automatically, semi-randomly designated for the job after about half a season.

When the population of a fort reaches 50, the expedition leader becomes the Mayor.

Appointed Nobles
Elected Nobles
Aristocrats
Entourage
Other