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Difference between revisions of "Guild"

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(Guildhall agreement is abandoned after 1 year)
(from my understanding all guilds are functionally identical, so we don't need separate pages for each)
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If a particular profession has sufficient members (10 by default in d_init.txt) within your fortress, a guild may be established. Shortly after establishment, the guild will petition for the construction of a [[guildhall]]. Guildhalls work similarly to barracks and taverns, by providing skill training and some degree of socialization. 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.
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'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]]. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders.
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Guildhalls work similarly to [[barracks]] and [[tavern]]s, by providing skill training and some degree of socialization. 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.
  
 
While a guild is not established, it can still hold public skill demonstrations for idlers.  
 
While a guild is not established, it can still hold public skill demonstrations for idlers.  
 
  
 
The following guilds have been observed to exist:
 
The following guilds have been observed to exist:
  
(This is not currently a comprehensive list.)
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(This is not currently a comprehensive list. Presumably, there are guilds for all professions in the game, but this requires clarification.)
* [[Farmer guild]] - [[Farmer]]s
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* [[Animal caretaker]] guild
* [[Ranger guild]] - [[Ranger]]s
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* [[Craftsdwarf]] guild
* [[Craftsdwarf guild]] - [[Craftsdwarf|Craftsdwarves]]
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* [[Farmer]] guild
* [[Herbalist guild]] - [[Herbalist]]s
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* [[Herbalist]] guild
* [[Animal caretaker guild]] - [[Animal caretaker]]s
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* [[Metalsmith]] guild
* [[Metalsmith Guild]] - [[Metalsmith]]s
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* [[Ranger]] guild
  
 
{{Category|Jobs}}
 
{{Category|Jobs}}
 
[[ru:Guild]]
 
[[ru:Guild]]

Revision as of 14:01, 6 February 2020

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


Guilds are organizations established when sufficient members (10 by default in d_init.txt) of your fortress practice the same profession. Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold skill demonstrations, slowly training them as if they were a military squad under training orders.

Guildhalls work similarly to barracks and taverns, by providing skill training and some degree of socialization. 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.

While a guild is not established, it can still hold public skill demonstrations for idlers.

The following guilds have been observed to exist:

(This is not currently a comprehensive list. Presumably, there are guilds for all professions in the game, but this requires clarification.)