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Difference between revisions of "23a:Cult"
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Once the [[economy]] has activated, producing and retaining up to 50 of a particular [[weapon]] will attract a '''cult leader''' centered around that weapon. | Once the [[economy]] has activated, producing and retaining up to 50 of a particular [[weapon]] will attract a '''cult leader''' centered around that weapon. |
Latest revision as of 18:29, 28 February 2014
This article is about an older version of DF. |
Once the economy has activated, producing and retaining up to 50 of a particular weapon will attract a cult leader centered around that weapon.
The following cults exist:
- Order of the axe
- Order of the mace
- Order of the sword
- Order of the hammer
- Order of the crossbow
- Order of the spear
Each cult leader insists that their type of weapon be the most popular in your fortress (only counting locally-made weapons). If this is not the case, they will randomly request that the Mayor mandate production of said weapon. For example, if your stockpiles contain 10 short swords, 10 maces, and 5 war hammers, then the order of the hammer will want you to make more hammers. This can be particularly troublesome if you have multiple cult leaders in your fortress, as they will all want their weapon to be the most popular, and the only way to ensure this is to forge all weapons in equal quantities (as they will be satisfied by all weapons being tied for 1st place).
Beware that cult requests made to the Mayor will compete with guild requests, potentially resulting in guilds being ignored and leading to work slowdowns.