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Difference between revisions of "23a:Guild"
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{{quality|Exceptional|02:49, 2 July 2012 (UTC)}}{{av}} | {{quality|Exceptional|02:49, 2 July 2012 (UTC)}}{{av}} | ||
− | Once the [[economy]] has activated | + | Once the [[economy]] has activated, if a particular profession is sufficiently prominent within your fortress, whether from having a large quantity of workers or from having completed a sufficient number of jobs, a guild leader [[noble]] will arrive as a migrant. From that point forward, if said dwarves are not given enough work to do, they will meet with their guild leader to complain about the lack of work. The guild leaders will then meet with the [[Mayor]] and make requests in favor of their guild members. |
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+ | At the beginning of each season, the Mayor will respond to the most frequent requests by either raising the guild's wages or by making a [[mandate]] "that certain jobs be completed". | ||
The following guilds exist: | The following guilds exist: | ||
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* [[House fer]] - [[Trapper]]s | * [[House fer]] - [[Trapper]]s | ||
* [[House ber]] - [[Farmer]]s and [[Fisherdwarf|Fisherdwarves]] | * [[House ber]] - [[Farmer]]s and [[Fisherdwarf|Fisherdwarves]] | ||
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Completing mandated guild jobs will give the guild leader a happy thought and boost the guild's morale, while ignoring guild jobs will give the guild leader an unhappy thought and lower the guild's morale. Unhappy guilds can be dangerous - if a guild is unhappy enough, the leader will order a '''work slowdown''', during which all workers within the guild will deliberately perform their jobs significantly slower than usual. | Completing mandated guild jobs will give the guild leader a happy thought and boost the guild's morale, while ignoring guild jobs will give the guild leader an unhappy thought and lower the guild's morale. Unhappy guilds can be dangerous - if a guild is unhappy enough, the leader will order a '''work slowdown''', during which all workers within the guild will deliberately perform their jobs significantly slower than usual. |
Revision as of 04:59, 28 February 2014
This article is about an older version of DF. |
Once the economy has activated, if a particular profession is sufficiently prominent within your fortress, whether from having a large quantity of workers or from having completed a sufficient number of jobs, a guild leader noble will arrive as a migrant. From that point forward, if said dwarves are not given enough work to do, they will meet with their guild leader to complain about the lack of work. The guild leaders will then meet with the Mayor and make requests in favor of their guild members.
At the beginning of each season, the Mayor will respond to the most frequent requests by either raising the guild's wages or by making a mandate "that certain jobs be completed".
The following guilds exist:
- Miners guild - Miners
- Carpenters guild - Carpenters
- Masons guild - Masons
- Metalsmiths guild - Metalsmiths
- Jewelers guild - Jewelers
- Craftsdwarves guild - Craftsdwarves and Mechanics
- House fer - Trappers
- House ber - Farmers and Fisherdwarves
Completing mandated guild jobs will give the guild leader a happy thought and boost the guild's morale, while ignoring guild jobs will give the guild leader an unhappy thought and lower the guild's morale. Unhappy guilds can be dangerous - if a guild is unhappy enough, the leader will order a work slowdown, during which all workers within the guild will deliberately perform their jobs significantly slower than usual.