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Difference between revisions of "Guild"
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=Guilds in World Generation= | =Guilds in World Generation= | ||
− | Guilds are formed in world generation by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various historical | + | Guilds are formed in world generation, by civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and 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/[[Record keeper]]. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them. |
{{D for Dwarf}} | {{D for Dwarf}} | ||
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice. | In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice. | ||
− | Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level regardless of their actual Milker skill. | + | Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill. |
{{Category|Jobs}} | {{Category|Jobs}} | ||
[[ru:Guild]] | [[ru:Guild]] |
Revision as of 15:40, 7 October 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 unestablished, 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.
This is a list of guild halls that you can select when adding a new location (e.g. i -> set a zone -> m -> l -> a -> g -> choose a guild type -> enter)
Guilds in World Generation
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, and 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/Record keeper. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.
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.
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.