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Difference between revisions of "Guild"
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* [[Engraver]] guild | * [[Engraver]] guild | ||
* [[Stoneworker]] guild | * [[Stoneworker]] guild | ||
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+ | Guilds are also formed in world generation by civilizations of Dwarves and Humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements. These guilds have also been observed to occasionally help construct monasteries for religious groups. | ||
This is a list of guild halls you can select when adding a new location (e.g. {{k|q}} -> hover a table -> {{k|l}} -> {{k|a}} -> {{k|g}}) | This is a list of guild halls you can select when adding a new location (e.g. {{k|q}} -> hover a table -> {{k|l}} -> {{k|a}} -> {{k|g}}) |
Revision as of 20:07, 3 April 2020
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This page contains information only relevant to DF 0.47.01 and newer. Most or all of this information does not apply to previous versions. Older saves from previous versions in the DF2014 release cycle are still compatible with this version. |
This article is a stub. You can improve the article by expanding it. |
Guilds are organizations established when sufficient members (10 by default in d_init.txt) of your fortress practice the same profession, or professions in the same category. 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. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper".
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.
Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as furnace operator or weaponsmith are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.
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.)
- Animal caretaker guild
- Craftsdwarf guild
- Farmer guild
- Herbalist guild
- Metalsmith guild
- Ranger guild
- Furnace operator guild
- Fishery worker guild
- Engraver guild
- Stoneworker guild
Guilds are also formed in world generation by civilizations of Dwarves and Humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements. These guilds have also been observed to occasionally help construct monasteries for religious groups.
This is a list of guild halls you can select when adding a new location (e.g. q -> hover a table -> l -> a -> g)
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In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.