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Difference between revisions of "Guild"
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(List should be removed, since guilds are not only for individual skills, but for whole work families. Also, there's also settings for temple in the same file. My sincerest apologies for bad English.) |
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Line 12: | Line 12: | ||
* [[Farmer guild]] - [[Farmer]]s | * [[Farmer guild]] - [[Farmer]]s | ||
* [[Ranger guild]] - [[Ranger]]s | * [[Ranger guild]] - [[Ranger]]s | ||
+ | * [[Craftdwarf guild]] - [[Craftdwarves]] | ||
{{Category|Jobs}} | {{Category|Jobs}} | ||
[[ru:Guild]] | [[ru:Guild]] |
Revision as of 23:36, 1 February 2020
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 page contains information only relevant to DF 0.47.01 and newer. Most or all of this information does not apply to previous versions. Older saves from previous versions in the DF2014 release cycle are still compatible with this version. |
This article is a stub. You can improve the article by expanding it. |
If a particular profession has sufficient members (10 by default in d_init.txt) within your fortress, a guild may be established. Shortly after establishment, the guild will petition for the construction of a guildhall. Guildhalls work similarly to barracks and taverns, by providing skill training and some degree of socialization. Guildhall starts at 2000 (by default) and Grand Guildhall at 10000 zone wealth. Guild with guildhall was observed estabilishing connections with other guilds, but with yet unknown effect.
While guild is not estabilished, it can hold public skill demonstrations for idlers.
The following guilds have been observed to exist:
(This is not currently a comprehensive list.)