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Difference between revisions of "Guildhall"
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[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''all visitors welcome''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill. | [[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''all visitors welcome''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill. | ||
+ | As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need. For example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given and unused idle hands will be trained in the professions you need, and soon enough a guild will establish itself. | ||
+ | Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors. | ||
{{world}} | {{world}} | ||
{{Category|Locations}} | {{Category|Locations}} |
Revision as of 11:53, 7 April 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 article is a stub. You can improve the article by expanding it. |
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. |
A guildhall is a place where dwarves of a particular profession socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default in d_init.txt) within your fortress. 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.
Fortress mode
Guildhalls are designated locations in fortress mode. You may designate them from any meeting area. Upon creation, the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example "The Grove of Deer" for Rangers. You can rename it by pressing n in the locations screen.
Uses
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks.
Visitors to your fortress can also hold demonstrations in the guildhall when the hall is set as all visitors welcome in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need. For example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given and unused idle hands will be trained in the professions you need, and soon enough a guild will establish itself.
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.
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