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Difference between revisions of "Guild"
Therahedwig (talk | contribs) (Add doctor hall that got in on a bugfix, and add (dfhack confirmed) observation that civ that value craftmanship will create guilds. More science incoming later.) |
Therahedwig (talk | contribs) (Add positions based on study of legends and dfhack examination of guilds and fix some markup.) |
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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. | 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. | ||
− | + | Guilds are formed in world generation by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as 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. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Recordkeeper]]. These positions are not yet available within fortress mode, and thus guilds made in fortresses don't get these. | |
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− | Guilds are formed in world generation by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as 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}}) | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- | |- | ||
− | || [[Miner]] hall|| [[Woodworker]] hall|| [[Carpenter]] hall || [[Bowyer]] hall || [[Woodcutter]] hall || Stoneworker hall || Engraver hall | + | || [[Miner]] hall|| [[Woodworker]] hall|| [[Carpenter]] hall || [[Bowyer]] hall || [[Woodcutter]] hall || [[Stoneworker]] hall || [[Engraver]] hall |
|- | |- | ||
− | || [[Mason]] hall|| Ranger hall || Animal Caretaker hall || [[Hunter]] hall || [[Trapper]] hall || [[Animal dissector|Animal Dissector]] hall || Metalsmith hall | + | || [[Mason]] hall|| [[Ranger]] hall || [[Animal caretaker|Animal Caretaker]] hall || [[Hunter]] hall || [[Trapper]] hall || [[Animal dissector|Animal Dissector]] hall || [[Metalsmith]] hall |
|- | |- | ||
− | || Furnace Operator hall|| [[Weaponsmith]] hall || [[Armorsmith|Armorer]] hall || [[Blacksmith]] hall || [[Metalcrafter]] hall || [[Jeweler]] hall || [[Gem cutter|Gem Cutter]] hall | + | || [[Furnace operator|Furnace Operator]] hall|| [[Weaponsmith]] hall || [[Armorsmith|Armorer]] hall || [[Blacksmith]] hall || [[Metalcrafter]] hall || [[Jeweler]] hall || [[Gem cutter|Gem Cutter]] hall |
|- | |- | ||
− | || [[Gem setter|Gem Setter]] hall || Craftsdwarf hall || [[Woodcrafter]] hall || [[Stonecrafter]] hall || [[Leatherworker]] hall || [[Bone carver|Bone Carver]] hall || [[Weaver]] hall | + | || [[Gem setter|Gem Setter]] hall || [[Craftsdwarf]] hall || [[Woodcrafter]] hall || [[Stonecrafter]] hall || [[Leatherworker]] hall || [[Bone carver|Bone Carver]] hall || [[Weaver]] hall |
|- | |- | ||
− | || [[Clothier]] hall || [[Glassmaker]] hall || [[Potter]] hall || [[Glazer]] hall || [[Wax worker|Wax Worker]] hall || [[Strand extractor|Strand Extractor]] hall || Fishery Worker hall | + | || [[Clothier]] hall || [[Glassmaker]] hall || [[Potter]] hall || [[Glazer]] hall || [[Wax worker|Wax Worker]] hall || [[Strand extractor|Strand Extractor]] hall || [[Fishery worker|Fishery Worker]] hall |
|- | |- | ||
− | || [[Fisherdwarf]] hall || [[Fish dissector|Fish Dissector]] hall || [[Fish cleaner|Fish Cleaner]] hall || Farmer hall || [[Cheese maker|Cheese Maker]] hall || [[Milker]] hall || [[Cook]] hall | + | || [[Fisherdwarf]] hall || [[Fish dissector|Fish Dissector]] hall || [[Fish cleaner|Fish Cleaner]] hall || [[Farmer]] hall || [[Cheese maker|Cheese Maker]] hall || [[Milker]] hall || [[Cook]] hall |
|- | |- | ||
− | || [[Thresher]] hall || [[Miller]] hall || [[Butcher]] hall || [[Tanner]] hall || [[Dyer]] hall || [[Grower|Planter]] hall || Herbalist hall | + | || [[Thresher]] hall || [[Miller]] hall || [[Butcher]] hall || [[Tanner]] hall || [[Dyer]] hall || [[Grower|Planter]] hall || [[Herbalist]] hall |
|- | |- | ||
|| [[Brewer]] hall || [[Soaper|Soap Maker]] hall || [[Potash maker|Potash Maker]] hall || [[Lye maker|Lye Maker]] hall || [[Wood burner|Wood Burner]] hall || [[Shearer]] hall || [[Spinner]] hall | || [[Brewer]] hall || [[Soaper|Soap Maker]] hall || [[Potash maker|Potash Maker]] hall || [[Lye maker|Lye Maker]] hall || [[Wood burner|Wood Burner]] hall || [[Shearer]] hall || [[Spinner]] hall | ||
Line 49: | Line 34: | ||
|| [[Presser]] hall || [[Beekeeper]] hall || [[Engineer]] hall || [[Mechanic]] hall || [[Siege engineer|Siege Engineer]] hall || [[Siege operator|Siege Operator]] hall || [[Pump operator|Pump Operator]] hall | || [[Presser]] hall || [[Beekeeper]] hall || [[Engineer]] hall || [[Mechanic]] hall || [[Siege engineer|Siege Engineer]] hall || [[Siege operator|Siege Operator]] hall || [[Pump operator|Pump Operator]] hall | ||
|- | |- | ||
− | || [[Architect]] hall || Doctor hall ||[[Diagnostician|Diagnoser]] hall || [[Bone doctor|Bone Doctor]] hall || [[Suturer]] hall || [[Surgeon]] hall | + | || [[Architect]] hall || [[Doctor]] hall ||[[Diagnostician|Diagnoser]] hall || [[Bone doctor|Bone Doctor]] hall || [[Suturer]] hall || [[Surgeon]] hall |
|} | |} | ||
Revision as of 10:50, 12 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.
Guilds are formed in world generation by civilizations that value craftsmanship, such as 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. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/Recordkeeper. These positions are not yet available within fortress mode, and thus guilds made in fortresses don't get these.
This is a list of guild halls you can select when adding a new location (e.g. q -> hover a table -> l -> a -> g)
This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable. |
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.