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Difference between revisions of "40d:Baron"
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* 10,000 Exported wealth | * 10,000 Exported wealth | ||
* Diversity of tasks performed that year ''(see article)'' | * Diversity of tasks performed that year ''(see article)'' | ||
− | * Survival of prev. year's Dwarven | + | * Survival of prev. year's Dwarven [[caravan]] |
| function= | | function= | ||
− | * Promotes the | + | * Promotes the [[fortress]] to Barony Capital |
− | * Activates | + | * Activates [[Dwarven Economy]] |
− | * Meet | + | * Meet [[diplomat]]s |
− | * Activates | + | * Activates [[Royal guard|Royal Guard]] |
}} | }} | ||
− | The | + | The [[Baron]] (or Baroness) arrives with her/his [[Baron consort|consort]], the [[Hammerer]] and the [[Tax collector]]. The Baron will be promoted to [[Count]] once additional conditions are met. Human [[Liaison#Human|diplomat]]s (but not trade [[liaison]]s) will meet with the Baron, rather than the [[mayor]]. |
Right after your fortress and the surrounding lands become a Barony the Baron will arrive. | Right after your fortress and the surrounding lands become a Barony the Baron will arrive. | ||
− | Currently, this does not have any known consequences, but it occurs at the same time the | + | Currently, this does not have any known consequences, but it occurs at the same time the [[tax collector]] and the [[hammerer]] arrive, so you may prepare for [[economy]] and more [[justice]]. |
− | Besides the simple requirements of population and | + | Besides the simple requirements of population and [[exported wealth]], the game designer has made this comment... |
:''You also need to do a variety of different jobs in the previous year (and have the caravan survive) to trigger the baron. 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs. That shouldn't be a problem if you are just doing a few things, but if your fort is completely directed toward one activity or another, it won't qualify. - [http://www.bay12games.com/forum/index.php?topic=6882.msg81183#msg81183 Toady One]'' | :''You also need to do a variety of different jobs in the previous year (and have the caravan survive) to trigger the baron. 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs. That shouldn't be a problem if you are just doing a few things, but if your fort is completely directed toward one activity or another, it won't qualify. - [http://www.bay12games.com/forum/index.php?topic=6882.msg81183#msg81183 Toady One]'' | ||
{{Category|Nobles}} | {{Category|Nobles}} |
Revision as of 14:32, 8 December 2011
This article is about an older version of DF. |
Room requirements | ||
---|---|---|
Office | Decent Office | |
Quarters | Decent Bedroom | |
Dining room | Decent Dining Room | |
Tomb | Tomb | |
Furniture requirements | ||
Chests | 2 | |
Cabinets | 1 | |
Weapon racks | 1 | |
Armor stands | 1 | |
Other | ||
Mandates | None | |
Demands | None | |
Arrival conditions | ||
Function | ||
|
The Baron (or Baroness) arrives with her/his consort, the Hammerer and the Tax collector. The Baron will be promoted to Count once additional conditions are met. Human diplomats (but not trade liaisons) will meet with the Baron, rather than the mayor.
Right after your fortress and the surrounding lands become a Barony the Baron will arrive.
Currently, this does not have any known consequences, but it occurs at the same time the tax collector and the hammerer arrive, so you may prepare for economy and more justice.
Besides the simple requirements of population and exported wealth, the game designer has made this comment...
- You also need to do a variety of different jobs in the previous year (and have the caravan survive) to trigger the baron. 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs. That shouldn't be a problem if you are just doing a few things, but if your fort is completely directed toward one activity or another, it won't qualify. - Toady One