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Difference between revisions of "Guild"

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* [[Metalsmith]] guild
 
* [[Metalsmith]] guild
 
* [[Ranger]] guild
 
* [[Ranger]] guild
* [[Furnace Operator]] guild
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* [[Furnace Operating]] guild
  
 
{{Category|Jobs}}
 
{{Category|Jobs}}
 
[[ru:Guild]]
 
[[ru:Guild]]

Revision as of 02:46, 9 February 2020

This article is about the current version of DF.
Note that some content may still need to be updated.


Guilds are organizations established when sufficient members (10 by default in d_init.txt) 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.

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. A guild with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.

While a guild is not established, 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.

The following guilds have been observed to exist:

(This is not currently a comprehensive list. Presumably, there are guilds for all professions in the game, but this requires clarification.)