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Difference between revisions of "Diplomat"

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(bug 3027 fixed in 0.31.13)
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The '''Diplomat''' is a noble position responsible for acts of diplomacy. In the current version it is not possible to assign a dwarf to this position, nor will one ever migrate to your fortress. It is, however, possible for your parent civilization to demote their diplomat, and then send him to migrate to your fortress. It is even possible to see if this happens the year before he does, by following him after he completed his tasks in your fort, and keep following him after he is off-screen - if the name dissappears, he will not migrate; if the profession changes, he will migrate.
 
The '''Diplomat''' is a noble position responsible for acts of diplomacy. In the current version it is not possible to assign a dwarf to this position, nor will one ever migrate to your fortress. It is, however, possible for your parent civilization to demote their diplomat, and then send him to migrate to your fortress. It is even possible to see if this happens the year before he does, by following him after he completed his tasks in your fort, and keep following him after he is off-screen - if the name dissappears, he will not migrate; if the profession changes, he will migrate.
  
 
Diplomats from ''other'' civilizations tend to arrive on the map edge up to a week before or after their civilization's [[caravan]] once your fortress has a [[baron]]. Each diplomat will attempt to attend a meeting with your leader: they will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the "Conduct Meeting" job, sometimes for quite a while, to satisfy the visiting diplomat.  
 
Diplomats from ''other'' civilizations tend to arrive on the map edge up to a week before or after their civilization's [[caravan]] once your fortress has a [[baron]]. Each diplomat will attempt to attend a meeting with your leader: they will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the "Conduct Meeting" job, sometimes for quite a while, to satisfy the visiting diplomat.  
 
In the event that your leader is replaced, killed or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|"unhappy"]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the "conduct meeting" task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}}
 
  
 
An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].
 
An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].
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Note that sometimes, under certain circumstances, a Human diplomat may be a necromancer. When such an event occurs, you will not be notified of the diplomat's arrival, nor will you be able to see them. They will act as a normal, non-diplomat necromancer, sneaking around your fort undiscovered, raising the dead and causing havoc. When they ''are'' discovered, you will get the alert message ''"Invaders! Drive them away!"'', the game will pause and the camera will zoom to them. At this point they become hostile to your civilization, scaring Dwarfs and setting off traps. Your militia may also try and kill them. It is unknown whether keeping them caged/pitted harms your relationship with a civilization, but killing them certainly does.
 
Note that sometimes, under certain circumstances, a Human diplomat may be a necromancer. When such an event occurs, you will not be notified of the diplomat's arrival, nor will you be able to see them. They will act as a normal, non-diplomat necromancer, sneaking around your fort undiscovered, raising the dead and causing havoc. When they ''are'' discovered, you will get the alert message ''"Invaders! Drive them away!"'', the game will pause and the camera will zoom to them. At this point they become hostile to your civilization, scaring Dwarfs and setting off traps. Your militia may also try and kill them. It is unknown whether keeping them caged/pitted harms your relationship with a civilization, but killing them certainly does.
 
==Bugs==
 
* Liaisons will wait indefinitely to conduct a meeting, potentially leading to multiple diplomats. {{bug|3027}}
 
  
 
{{Nobles}}
 
{{Nobles}}

Revision as of 20:14, 6 July 2015

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

The Diplomat is a noble position responsible for acts of diplomacy. In the current version it is not possible to assign a dwarf to this position, nor will one ever migrate to your fortress. It is, however, possible for your parent civilization to demote their diplomat, and then send him to migrate to your fortress. It is even possible to see if this happens the year before he does, by following him after he completed his tasks in your fort, and keep following him after he is off-screen - if the name dissappears, he will not migrate; if the profession changes, he will migrate.

Diplomats from other civilizations tend to arrive on the map edge up to a week before or after their civilization's caravan once your fortress has a baron. Each diplomat will attempt to attend a meeting with your leader: they will typically follow your leader around, waiting for an opportunity to discuss your situation. Your leader will need to perform the "Conduct Meeting" job, sometimes for quite a while, to satisfy the visiting diplomat.

An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go insane.

If a diplomat is killed (or permanently detained), a new diplomat will arrive the following year. The death of a diplomat will, however, strain relations with the represented civilization, and might result in a siege.

Dwarven Diplomats

Other dwarven civilizations currently do not send diplomats; the Mountainhome of your own dwarven civilization sends a special diplomat, an Outpost liaison, to conduct diplomacy with your fortress (assuming your fortress is not the Mountainhome).

Elven Diplomats

"You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you."

Once your Baron has been appointed, the neighboring Elven civilization will attempt to make first contact - at the very beginning of the year, their Diplomat will appear unannounced at the edge of your map and immediately attempt to meet with your new leader. If you have cut down any trees, you will be scolded and given a stern warning (as quoted above), otherwise you will be congratulated for your kindness to the environment.

During subsequent visits (which will happen within a few weeks of the arrival of their caravan), Elven diplomats will ask you to limit your tree-cutting to approximately one hundred trees. If you agree to this concession, the civilization c screen will track the number of Fell Tree jobs you complete during the year, shown as (remaining allowed cuts)/(total allowed cuts). Both above-ground and subterranean trees are counted. The agreement (and the count) remain in effect until the next year's agreement is negotiated. If you stay within this limit, the bond between your civilizations will be strengthened; violating it will strain diplomatic relations and potentially lead to attacks.

The actual number of trees in the quota is controlled by a number of factors, including your noble's office quality, happiness, and social skills. Maximizing each of these can allow your noble to talk the Elves into letting you cut down a few extra trees each year.

If you have managed to start a war with the Elves, whether due to a mishap involving their caravans or from violating a tree cutting quota, the diplomat may offer a peace treaty.


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It is a well-known fact among the dwarf nobility that many seemingly rude interruptions and delays such as sleep, drinking, deconstructing of walls, etc., that occur on a regular basis during the conduction of diplomatic meetings with elves, actually serve one simple purpose: to stretch the period of time when the old tree-cutting agreement is no longer in force, but the new agreement is not signed yet. During that time all the fortress woodcutters with the addition of some seasonal workers must clear as many trees as possible.

Human Diplomats

"Greetings, noble dwarf. There is much to discuss."

Diplomats from Human civilizations (which are not necessarily human; demons impersonating a deity are common) tend to just say "It's such a pleasant place you've carved out for yourselves..." and then leave. If you are at war with them, the diplomat may offer a peace treaty.

Note that all traps "seen" by the Human diplomat may be ineffective against subsequent Human attackers.

Note that sometimes, under certain circumstances, a Human diplomat may be a necromancer. When such an event occurs, you will not be notified of the diplomat's arrival, nor will you be able to see them. They will act as a normal, non-diplomat necromancer, sneaking around your fort undiscovered, raising the dead and causing havoc. When they are discovered, you will get the alert message "Invaders! Drive them away!", the game will pause and the camera will zoom to them. At this point they become hostile to your civilization, scaring Dwarfs and setting off traps. Your militia may also try and kill them. It is unknown whether keeping them caged/pitted harms your relationship with a civilization, but killing them certainly does.

Appointed
Military Ranks
Elected
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven