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Difference between revisions of "v0.31 Talk:Monarch"
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:::Yes, I've found a number of times that my normal-stone bridges (mostly in the form of destroyer-proof access controls) were enough to fulfill the requirement (I usually embark with a Proficient building designer/mason). One wrinkle though - it's not easy to tell in advance if you have enough bridges (and quality) to meet the requirement until you get the {{k|n}} - {{k|c}} page - so you might want to build roads anyway or overkill the bridge values (cyan-colored bridges, anyone?) if you don't want to wait for the next migrant wave after the next caravan departure (after 140 pop) before the king arrives. [[Special:Contributions/218.186.8.234|218.186.8.234]] 04:29, 12 September 2011 (UTC) | :::Yes, I've found a number of times that my normal-stone bridges (mostly in the form of destroyer-proof access controls) were enough to fulfill the requirement (I usually embark with a Proficient building designer/mason). One wrinkle though - it's not easy to tell in advance if you have enough bridges (and quality) to meet the requirement until you get the {{k|n}} - {{k|c}} page - so you might want to build roads anyway or overkill the bridge values (cyan-colored bridges, anyone?) if you don't want to wait for the next migrant wave after the next caravan departure (after 140 pop) before the king arrives. [[Special:Contributions/218.186.8.234|218.186.8.234]] 04:29, 12 September 2011 (UTC) | ||
::::Uh, that being said, I just had something weird happen; {{k|n}} - {{k|c}} was reporting I had 4600 "road" value (5000 required), which I assumed was mostly bridges. Also had magnetite roads paving over a max-length purpose-built metal-farming archery range (built in dirt, so I paved it to prevent trees from blocking the collected bolts - and yeah, because I have magnetite coming out of my ears..). Figured a single 10x3 silver bar road would be more than enough to kick me over the limit; but now the caravan is here, and {{k|n}} - {{k|c}} says I only have ~2000 road value.. **headdesk** [[Special:Contributions/218.186.8.234|218.186.8.234]] 22:41, 12 September 2011 (UTC) | ::::Uh, that being said, I just had something weird happen; {{k|n}} - {{k|c}} was reporting I had 4600 "road" value (5000 required), which I assumed was mostly bridges. Also had magnetite roads paving over a max-length purpose-built metal-farming archery range (built in dirt, so I paved it to prevent trees from blocking the collected bolts - and yeah, because I have magnetite coming out of my ears..). Figured a single 10x3 silver bar road would be more than enough to kick me over the limit; but now the caravan is here, and {{k|n}} - {{k|c}} says I only have ~2000 road value.. **headdesk** [[Special:Contributions/218.186.8.234|218.186.8.234]] 22:41, 12 September 2011 (UTC) | ||
+ | :::::...which turned out to be due to my having mass-forbid magnetite (therefore that magnetite shooting range). Unforbidding put the value back where it had been. [[Special:Contributions/218.186.8.11|218.186.8.11]] 23:04, 12 September 2011 (UTC) | ||
==Adamantine King== | ==Adamantine King== |
Revision as of 23:04, 12 September 2011
monarch bug
The monarch showed up before promotion to duchy, and simply sat on the edge of the map with her consort. Her entourage joined, including various legendary weapon masters. When I used Runesmith to move her inside, she and her consort ran all the way back to the border. Sounds similar to the old 'non-dwarven king' bug.Uzu Bash 15:53, 26 October 2010 (UTC)
I got the message box informing me of the arrival of the king and his full entourage, but after a the immigrants had all arrived I found out that I had gotten a four legendary military dorfs, but no king or queen consort. I think this is also a bug, though I'm not complaining as I'm quite capable of surviving without a king to make demands. --Egodeus 03:44, 8 June 2011 (UTC)
- It's likely that your civilization never had a monarch to begin with (i.e. the last one died during worldgen and was never replaced). Also, even if you had gotten a King, he never would've made many mandates anyways due to the "worldgen units have no preferences" bug (and demands are extremely uncommon, so you'd probably never see any of those either). --Quietust 03:55, 8 June 2011 (UTC)
- Ok, thanks. I'll try to verify that that happened when I start up the game this evening. --Egodeus 11:21, 9 June 2011 (UTC)
- Yep, the last queen of the civilization my dwarves come from starved some fifteen centuries ago. I wonder why they never bothered to install a new one? --Egodeus 14:17, 9 June 2011 (UTC)
- Because the whole civilization had been depopulated from starvation at that point. I'm pretty sure this is a bug. --Egodeus 10:30, 27 June 2011 (UTC)
Arrival of the king
This might be a stupid question, but I don't really get the "wealth in roads"-part of the arrival condition. Does it mean exports, building paved roads or something else? Aavemursu 28 October 2010
The Wealth In Roads is just the worth of the items you used to build paved roads. You can use Steel bars to fulfill the requirement really fast.
- You can also use bridges which count toward road value - Celem
- Yes, I've found a number of times that my normal-stone bridges (mostly in the form of destroyer-proof access controls) were enough to fulfill the requirement (I usually embark with a Proficient building designer/mason). One wrinkle though - it's not easy to tell in advance if you have enough bridges (and quality) to meet the requirement until you get the n - c page - so you might want to build roads anyway or overkill the bridge values (cyan-colored bridges, anyone?) if you don't want to wait for the next migrant wave after the next caravan departure (after 140 pop) before the king arrives. 218.186.8.234 04:29, 12 September 2011 (UTC)
- Uh, that being said, I just had something weird happen; n - c was reporting I had 4600 "road" value (5000 required), which I assumed was mostly bridges. Also had magnetite roads paving over a max-length purpose-built metal-farming archery range (built in dirt, so I paved it to prevent trees from blocking the collected bolts - and yeah, because I have magnetite coming out of my ears..). Figured a single 10x3 silver bar road would be more than enough to kick me over the limit; but now the caravan is here, and n - c says I only have ~2000 road value.. **headdesk** 218.186.8.234 22:41, 12 September 2011 (UTC)
- ...which turned out to be due to my having mass-forbid magnetite (therefore that magnetite shooting range). Unforbidding put the value back where it had been. 218.186.8.11 23:04, 12 September 2011 (UTC)
- Uh, that being said, I just had something weird happen; n - c was reporting I had 4600 "road" value (5000 required), which I assumed was mostly bridges. Also had magnetite roads paving over a max-length purpose-built metal-farming archery range (built in dirt, so I paved it to prevent trees from blocking the collected bolts - and yeah, because I have magnetite coming out of my ears..). Figured a single 10x3 silver bar road would be more than enough to kick me over the limit; but now the caravan is here, and n - c says I only have ~2000 road value.. **headdesk** 218.186.8.234 22:41, 12 September 2011 (UTC)
- Yes, I've found a number of times that my normal-stone bridges (mostly in the form of destroyer-proof access controls) were enough to fulfill the requirement (I usually embark with a Proficient building designer/mason). One wrinkle though - it's not easy to tell in advance if you have enough bridges (and quality) to meet the requirement until you get the n - c page - so you might want to build roads anyway or overkill the bridge values (cyan-colored bridges, anyone?) if you don't want to wait for the next migrant wave after the next caravan departure (after 140 pop) before the king arrives. 218.186.8.234 04:29, 12 September 2011 (UTC)
- You can also use bridges which count toward road value - Celem
Adamantine King
This seems completely removed from 2010 Df. Only trigger to monarch seems to be previously known requirements and duchy -Celem
Doesn't seem to be true. In extreme circumstances, the king does come when adamantine is found, but only a very large amount, relatively speaking. If adamantine is modded to be as common as microcline, then the monarch may come early. Research here. --Putnam 22:24, 15 July 2011 (UTC)
Death of a King
What happens to the state of the world if your monarch dies at your fortress? – unsigned comment by 70.76.91.114
I believe you get another one. Doomdome 00:29, 28 December 2010 (UTC)
- I havent yet tested this in 2010. However there is usually no mechanism for replacing a monarch lost like this. Monarchs that die during worldgen are succeeded by their heir or a new line begins. Those that die at your fortress do not get replaced. -Celem
Not a bad Queen at all
I was desperate for some legendary warriors, so I decided to try to attract a king or queen. Sure mandates can be annoying, but hopefully worth it.
Eventually the Queen arrived with her consort. Neither of them has any preferences for materials or items, and they haven't made any mandates at all. They will happily haul things around, operate pumps, and even join the army!
Did I get lucky, or do Kings and Queens normally not have preferences for anything? Do they normally make mandates?
- I seem to recall they did in 40d, but I had the same experience as you with a King in DF2010. He seems to be weirdly aloof, actually; most thoughts don't seem to stick to him. If I recall correctly, he cares about his length of patrol duty, slaughter, and very little else. Environmental objects, food and drink, and sleeping in his Royal Bedroom all leave him completely unfazed. —Chaos 00:20, 8 January 2011 (UTC)
- I suspect this is all to do with existing during world gen, incidentally. Much like the fact that he has Tracker skill. —Chaos 00:21, 8 January 2011 (UTC)
does 140 population is demand?
Does Monarch need to many inferiors? Count and Baron in DF2010 have decreased own desires. --Cypselus
I can't understand what you're asking there. But I just noticed this in the d_init.txt file:
You can set the maximum population of your fortress here. Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features. [POPULATION_CAP:200]
Can we simply assume that the comment text is completely outdated and wrong? --Greycat 13:40, 25 April 2011 (UTC)
- The comment in d_init.txt is incorrect - in fact, it's always said that, even back in 40d (and even the 2D versions) where you absolutely had to get at least 140 dwarves to become a Duchy (actually a Template:L). --Quietust 13:53, 19 July 2011 (UTC)
Monarch Arrives and Dies Instantly
So I achieved the requirements of becoming the capital, so a queen arrived at my fortress. However, on the instant that she set foot onto the map, she died of old age. What happens now? April 17, 2011
Wrong numbers in value requirements
Um I think the requirements for the capital are wrong on this page. I got DF open right now and it states i need:
Architecture: 10k Roads: 5k Offerings: 7.5k
the page states the numbers as 15k, 5k and 5k
does this ever change between fortresses? if so then i think it should be stated on the page.
- I've got 15K, 5K, 5K. But I agree if there's confirmation that it changes, the page should note it. Also, is it fixed per fortress, or per civ, or variable per some other set of conditions? (population? I'm at 200+)218.186.8.234 04:29, 12 September 2011 (UTC)
Recent offerings
It seems only recent offerings apply to mountain-home-ness. If this can be verified, it ought to be mentioned. I offered away 5000+ to my very first caravan to get the requirement out of the way, and sometime later (still early-on) offered a bunch of surplus heavily-premiumed overpriced crapcrafts. The civ page says I've offered almost 45K total. And yet n - c says I've offered 0. It's not a matter of the caravan not reporting numbers, because architecture and road values are updated. Don't know if it needs to be offered after barony, after 140 population, or what. 218.186.8.234 04:29, 12 September 2011 (UTC)