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Difference between revisions of "Petition"
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There are currently six kinds of petitions: | There are currently six kinds of petitions: | ||
− | *Petition for [[Long-term resident|long-term residency]] by a passing [[visitor]] | + | *Petition for [[Long-term resident|long-term residency]] by a passing [[visitor]]; stating the purpose of their stay (entertainment, soldiering, study, or slaying monsters) which you are free to accept or not. If you do, they will reside at your [[tavern]] and will not do any other labors than those they were intent on doing. |
*Petition for [[citizenship]] by a long-term resident, usually after living in the fort for two years or so (mercenaries and monster slayers do not ever request citizenship). Accepting the petition turns the resident into a full-fledged citizen of your fort, the same as your dwarves, and their labor preferences can be assigned. | *Petition for [[citizenship]] by a long-term resident, usually after living in the fort for two years or so (mercenaries and monster slayers do not ever request citizenship). Accepting the petition turns the resident into a full-fledged citizen of your fort, the same as your dwarves, and their labor preferences can be assigned. | ||
Line 15: | Line 15: | ||
*Petition for an [[artifact]] by a passing [[quester]]. If you accept, a job will be created to deliver the artifact to the visitor, who will then leave. Otherwise, they may do one of the following: turn hostile, leave and sneak back in to attempt to steal it, or report back to the entity they represent, with possible adverse consequences for your fort in the form of a [[siege]]. | *Petition for an [[artifact]] by a passing [[quester]]. If you accept, a job will be created to deliver the artifact to the visitor, who will then leave. Otherwise, they may do one of the following: turn hostile, leave and sneak back in to attempt to steal it, or report back to the entity they represent, with possible adverse consequences for your fort in the form of a [[siege]]. | ||
− | *Petition for parley by an invading [[army]]. This one is delivered abstractly (presumably at shouting distance). The army will camp at the edge of the map, waiting for your response (they will attack if ignored for too long). If you accept, a dwarf will be sent out for the parley, which will inevitably involve the surrender of an artifact you failed to give to a [[quester]] previously. The parley is fair: the army will not betray you and attack anyway if you give in to their demand, and even if you do not, they will give the herald sufficient time to retreat back to your fortress before they attack. | + | *Petition for parley by an invading [[army]]. This one is delivered abstractly (presumably at shouting distance). The army will camp at the edge of the map, waiting for your response (they will attack if ignored for too long). If you accept, a dwarf will be sent out for the parley, which will inevitably involve the surrender of an artifact that you failed to give to a [[quester]] previously. The parley is fair: the army will not betray you and attack anyway if you give in to their demand, and even if you do not, they will give the herald sufficient time to retreat back to your fortress before they attack. |
− | *Petition for a [[temple]] or [[guildhall]]: If you have a large number of dwarves worshiping the same god or members of a guild, they may request that you construct them a meeting location ({{K|i}} - {{K|m}}) with enough [[Room#Quality|value]] to be considered a Guildhall or Temple (2000☼). Accepting the petition will give these dwarves a positive [[thought]], while rejecting it will give a negative thought. Building a guild hall after accepting it will give them another positive thought. | + | *Petition for a [[temple]] or [[guildhall]]: If you have a large number of dwarves worshiping the same god, or members of a guild, they may request that you construct them a meeting location ({{K|i}} - {{K|m}}) with enough [[Room#Quality|value]] to be considered a Guildhall or Temple (2000☼). Accepting the petition will give these dwarves a positive [[thought]], while rejecting it will give a negative thought. Building a guild hall after accepting it will give them another positive thought. |
*Petition for a grand guildhall: Similarly to the previous one, once a large number of dwarves are members of a guild, they may request to upgrade their guildhall to a grand guillhall (10000☼). Again, accepting and fulfilling the petition will give the dwarves positive thoughts, while rejecting it will give them a negative thought. | *Petition for a grand guildhall: Similarly to the previous one, once a large number of dwarves are members of a guild, they may request to upgrade their guildhall to a grand guillhall (10000☼). Again, accepting and fulfilling the petition will give the dwarves positive thoughts, while rejecting it will give them a negative thought. | ||
− | *Petition for a [[priest]]: Once you have a large number of dwarves worshiping at a temple or shrine, they will request an especially-designated priest for that location | + | *Petition for a [[priest]]: Once you have a large number of dwarves worshiping at a temple or shrine, they will request an especially-designated priest for that location - the priest must be chosen from among that temple's members. |
{{Category|Game mechanics}}{{Category|Fortress mode}} | {{Category|Game mechanics}}{{Category|Fortress mode}} | ||
[[ru:Petition]] | [[ru:Petition]] |
Revision as of 22:06, 26 January 2022
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 0.44.11 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. |
Petitions are formal demands from foreign entities, be they single visitors or armies. They may range from relatively mundane to dramatic with far-ranging consequences to your fort. Petitions are distinct from diplomatic agreements with other civilizations, such as the tree-cutting quota with elves, or peace treaties.
Petitions may be delivered by a foreign petitioner meeting with your mayor at their office, or they may be more abstract. In both cases, a blinking 'P' will appear on the game screen, indicating that one is pending and awaiting review by the player. It is not possible to consult the petitions screen if none are pending.
There are currently six kinds of petitions:
- Petition for long-term residency by a passing visitor; stating the purpose of their stay (entertainment, soldiering, study, or slaying monsters) which you are free to accept or not. If you do, they will reside at your tavern and will not do any other labors than those they were intent on doing.
- Petition for citizenship by a long-term resident, usually after living in the fort for two years or so (mercenaries and monster slayers do not ever request citizenship). Accepting the petition turns the resident into a full-fledged citizen of your fort, the same as your dwarves, and their labor preferences can be assigned.
- Petition for an artifact by a passing quester. If you accept, a job will be created to deliver the artifact to the visitor, who will then leave. Otherwise, they may do one of the following: turn hostile, leave and sneak back in to attempt to steal it, or report back to the entity they represent, with possible adverse consequences for your fort in the form of a siege.
- Petition for parley by an invading army. This one is delivered abstractly (presumably at shouting distance). The army will camp at the edge of the map, waiting for your response (they will attack if ignored for too long). If you accept, a dwarf will be sent out for the parley, which will inevitably involve the surrender of an artifact that you failed to give to a quester previously. The parley is fair: the army will not betray you and attack anyway if you give in to their demand, and even if you do not, they will give the herald sufficient time to retreat back to your fortress before they attack.
- Petition for a temple or guildhall: If you have a large number of dwarves worshiping the same god, or members of a guild, they may request that you construct them a meeting location (i - m) with enough value to be considered a Guildhall or Temple (2000☼). Accepting the petition will give these dwarves a positive thought, while rejecting it will give a negative thought. Building a guild hall after accepting it will give them another positive thought.
- Petition for a grand guildhall: Similarly to the previous one, once a large number of dwarves are members of a guild, they may request to upgrade their guildhall to a grand guillhall (10000☼). Again, accepting and fulfilling the petition will give the dwarves positive thoughts, while rejecting it will give them a negative thought.
- Petition for a priest: Once you have a large number of dwarves worshiping at a temple or shrine, they will request an especially-designated priest for that location - the priest must be chosen from among that temple's members.