- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "Marriage"
(→Sexual orientation: Noting caveat from the raw data. Couldn't find a cite, but I calc that for marriage, it would be 71.25% only opposite, 23.75% unwilling, 3.75% marry either, 1.25% only same) |
m (→Sexual orientation: grammar) |
||
Line 32: | Line 32: | ||
The token takes 4 arguments: {{token|ORIENTATION|c|<male/female>:<disinterested chance>:<lover-possible chance>:<commitment-possible chance>}}. A one-time check is made for each creature to determine orientation, by "rolling a die" once for each sex, against the total of the three chances for that sex. If a given dwarf rolls "disinterested" for the same sex, and "commitment-possible" for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married. If the dwarf rolls "lover-possible" for each sex, then the dwarf is bisexual, but will never marry. And so on. | The token takes 4 arguments: {{token|ORIENTATION|c|<male/female>:<disinterested chance>:<lover-possible chance>:<commitment-possible chance>}}. A one-time check is made for each creature to determine orientation, by "rolling a die" once for each sex, against the total of the three chances for that sex. If a given dwarf rolls "disinterested" for the same sex, and "commitment-possible" for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married. If the dwarf rolls "lover-possible" for each sex, then the dwarf is bisexual, but will never marry. And so on. | ||
− | The ORIENTATION tag is omitted by default, and in its absence the game uses the values {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for the female caste, and the reverse for the male caste. [http://www.bay12forums.com/smf/index.php?topic=140479.msg5471818#msg5471818 It is believed] that this makes 71.2% of dwarves strictly heterosexual, 23.8% bisexual, 3.8% asexual, and 1.2% strictly homosexual, though this includes | + | The ORIENTATION tag is omitted by default, and in its absence the game uses the values {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for the female caste, and the reverse for the male caste. [http://www.bay12forums.com/smf/index.php?topic=140479.msg5471818#msg5471818 It is believed] that this makes 71.2% of dwarves strictly heterosexual, 23.8% bisexual, 3.8% asexual, and 1.2% strictly homosexual, though this includes preferences that do not lead to marriage. |
Adding {{token|ORIENTATION|c|MALE:0:0:100}} to females and {{token|ORIENTATION|c|FEMALE:0:0:100}} to males would effectively make them behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous versions. | Adding {{token|ORIENTATION|c|MALE:0:0:100}} to females and {{token|ORIENTATION|c|FEMALE:0:0:100}} to males would effectively make them behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous versions. |
Revision as of 14:52, 23 November 2014
This article was migrated from DF2014:Marriage 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. |
Two dwarves can get married after having a romantic relationship together. Instantly after marriage those dwarves usually make a wedding party, if there is an available room, such as a statue garden, or a dining room marked as a meeting hall. Dwarves marry for life; a dwarf whose spouse dies will not remarry. The death of a spouse will give a dwarf an unhappy thought.
Dwarves will cancel their current task when getting married.
Dwarves must be within 10 years of each other in age, and must not be children or babies, to enter into a romantic relationship. Being friends may be a prerequisite as well. The 10-year restriction only applies in fortress mode, so incoming pregenerated dwarves (i.e. migrants) may have a larger gap between their ages. No marriage between siblings has been observed, but cousins or other distant relatives can marry each other.
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet when on break. For example, two miners are likely to become romantically involved, especially in a fort that focuses on mining, since they spend time together frequently.
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become friends. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the "Lover" stage perpetually without ever being married and without breaking off the relationship.
Married dwarves may sleep together. Because of this, the couple only requires one bed, and any bedroom claimed by or assigned to one spouse will automatically be assigned to both. This also applies to tables, if they are assigned specifically to a dwarf.
In a heterosexual couple, the wife will become pregnant every year, until she or her husband dies, or until the fortress's child limit (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is physical isolation. However, that doesn't mean a pregnancy will always result in a baby. Pregnancies may end in miscarriage if the dwarf is starving, dehydrated, sustains an injury, etc., which can lead to tantrums from your now miserable dwarf and possibly a downward spiral of fun.
In the Relationships screen (v-z-r), Husband or Wife tops the list, followed by children, and then Deities.
Many marriages seem to occur during springtime or early summer.
Some noble positions, including the monarch, give their "consorts" an honorary title without any tangible privileges.
Sexual orientation
Dwarves do not have to be of opposite sexes to be romantically involved or to get married. Gay marriages can in fact happen, both in world-gen and in gameplay, albeit more rarely than heterosexual marriages. Sexual orientation is controlled by the [ORIENTATION]
creature token, by default favouring heterosexuality as a majority.
The token takes 4 arguments: [ORIENTATION:<male/female>:<disinterested chance>:<lover-possible chance>:<commitment-possible chance>]
. A one-time check is made for each creature to determine orientation, by "rolling a die" once for each sex, against the total of the three chances for that sex. If a given dwarf rolls "disinterested" for the same sex, and "commitment-possible" for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married. If the dwarf rolls "lover-possible" for each sex, then the dwarf is bisexual, but will never marry. And so on.
The ORIENTATION tag is omitted by default, and in its absence the game uses the values [ORIENTATION:MALE:5:20:75]
and [ORIENTATION:FEMALE:75:20:5]
for the female caste, and the reverse for the male caste. It is believed that this makes 71.2% of dwarves strictly heterosexual, 23.8% bisexual, 3.8% asexual, and 1.2% strictly homosexual, though this includes preferences that do not lead to marriage.
Adding [ORIENTATION:MALE:0:0:100]
to females and [ORIENTATION:FEMALE:0:0:100]
to males would effectively make them behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous versions.
Adding [ORIENTATION:MALE:100:0:0]
and [ORIENTATION:FEMALE:100:0:0]
to both castes would effectively make them behave asexually, with no interest in partnering up and having children (but this would have to be done after world generation, or dwarves would quickly die out). Gameplay-wise, if one doesn't want to take care of children in Fortress mode, it would be simpler just to edit the baby/child cap.