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Difference between revisions of "Variable positions"

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Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Also note that the master of a goblin civilization does not have peace agreements as responsibilities.
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Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Also note that the master of a goblin civilization does not have peace agreements as a responsibility.
  
 
The following table gives an overview of the possible non-ruling civ-level positions:
 
The following table gives an overview of the possible non-ruling civ-level positions:
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:* <sup>1</sup>) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.
 
:* <sup>1</sup>) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.
:* <sup>2</sup>) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver andspecial_burial.
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:* <sup>2</sup>) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.
 
:* <sup>3</sup>): Name prefix can be empty.
 
:* <sup>3</sup>): Name prefix can be empty.
:* <sup>4</sup>) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ-leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.
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:* <sup>4</sup>) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.
 
:* <sup>5</sup>): Name prefixes are: high, head, chief and royal.
 
:* <sup>5</sup>): Name prefixes are: high, head, chief and royal.
  

Revision as of 16:47, 12 February 2026


This page documents the variable positions that entities create when neccesary. This is - in vanilla - the case for human and goblin civilizations, but also for merchants' companies, guilds, mercenary groups, religious groups and criminals.

Introduction

Initially none of the positions marked as variable do exist for an entity. The positions will only exist for a given entity, if they are either created during world-gen, world activities(?) or by memory hacking or scripting (ie. with Lua). Ie. in vanilla all human civilizations have at the beginning of the world-generation no positions at all, neither on the site nor civ level, as all positions of the vanilla human civs are marked as variable (variable positions: all). When a variable (civ level) position is created, the position is only created for that civilization (entity) and not for any other entities of the same type. Ie. the creation of a law-giver for one human civ does not create law-givers for other human civs.

Also presumably all site-level positions for each entity are created on a per site basis, meaning the creation of a site ruler for one site (of a civ) does not also create the site ruler positions for any other site (of that civ).

The existence of a variable position does not mean that the position will also be filled by a historical figure. But during world-gen the creation of a position will usually be followed up with the position being filled. Ie. the human historical figure who forced the creation of a law-giver position, will usually become the first law-giver.

For the succession rules of a variable position (after the position has been initially filled by a historical figure), presumably, the same rules as for non-variable positions apply.

(Disclaimer: The following only applies during world-gen and normal world activities. Scripting and memory hacking can circumvent the normal limitations, but with currently unknown results).

For civ level entities, if the law-giving position is a variable position, the law-giving position does not (seem to) have any further requirements to be created (ie. no other position being already created). Ie. this position can be created by force (or popular support etc.) by any historical figure of that civ. But for all other variable (civ-level) positions the law-giving position must exist as usually the historical figure, who is the law-giver, does create the other variable positions (for various reason).

Something similar is probably the case for site level positions. Ie. if the ruler of a site is a variable position, that position needs to be created, before any other site-level variable positions can be created. And the site ruler can afterwards create other variable positions for that site. It is not yet clear if a site level ruling position can be created before a civ level ruling (law-giving) position is created (or exists). This also means that it should be possible, via memory-hacking or scripting, to create (and fill) the variable site level positions (for a player site), at least after the civ level law-giving position has been created (and the law-giving position has been filled), so that a human player site gets the maximum possible human site level positions (with the normal appointment rules for the succession/reappointment of the positions), without having to edit the raw files (as outlined in the human civ page), prior to creating a world, to make the variable positions of human civilisations to "static" ones.

Presumably for guilds (Merchant Guild and others), mercenary groups, religious orders (and criminals) also a "leader" position needs to be created by a historical figure, before other variable positions for that entity can be created.

General Info

So far, no restrictions on allowed_class or allowed_creature have been found and also the rejected_creature and rejected_class entries are always empty. Squad_size is 0, except when a variable position (in the following sections) explictly states otherwise (ie. squad size for CUSTOM_BANDIT_LEADER, CUSTOM_LAW_MAKER and CUSTOM_LAW_MAKER_2 is 20). Also most other entries (of entity_position entry under "own") not mentioned in their section have standard values (ie. are empty). The best_appointment_precedence of all positions is 30001. Also the execution skill is always set to "-1" even for the CUSTOM_OFFICIAL_9, whose sole responsiblity is executions.

Also variable positions are usually only created (with the exception, if they replace another position), if the position will have at least one responsibility the already created (existing) positions for that entity does not have, regardless of whether there are any more prerequisites for a variable position to be created.


Sources to process

See spoiler-sections of those posts.

Civilizations

If all positions of a civ are variable, then the CUSTOM_LAW_MAKER position needs to be created (in world-gen), before other positions (of the possible positions) can be created. After the creation (and filling) of the law-maker positions, the other variable positions (both CUSTOM_OFFICIALS_i and CUSTOM_MARKET_OFFICIALS_i, where i stands for a non-zero natural number) can be created in any order. These other positions are then always appointed by the law-maker of the civ. The law-maker position itself uses succession by heir.

In contrast to e.g the positions of the dwarven civilizations, where the site nobility positions (eg. baron, duke) do get added to the own position list (vector) of the civilization, the CUSTOM_LAW_MAKER (and CUSTOM_LAW_MAKER_2) positions (of a site government) are not added to the own position list (at least for civs with all variable positions). The "own" positions list (of the civ entity) only exclusively contains the variable positions of the civ, which are all created by the civ, and no positions which are the "ruler" of a site (even if the variable site position was appointed by the law maker of the civ). Also the "site" positions list is empty (or at least no entries were found so far).

The following table gives an overview over the different possible rulers of a human or goblin civilization.

Position Name succession type Responsibilities Demands Mandates Precedence is diplomat human goblin
CUSTOM_LAW_MAKER master none law making, military goals, military strategy 3 2 1 no no yes
CUSTOM_LAW_MAKER master none law making, military goals, 3 2 1 yes no yes


CUSTOM_LAW_MAKER law-giver by heir law making, make peace agreements, military goals, military strategy 3 2 1 no yes no
CUSTOM_LAW_MAKER law-giver by heir law making, make peace agreements, military goals 3 2 1 yes yes no

Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Also note that the master of a goblin civilization does not have peace agreements as a responsibility.

The following table gives an overview of the possible non-ruling civ-level positions:

Position Name prefix Name5 Responsibilities Demands Mandates Precedence Number Flags11 Flags22 Color human goblin
CUSTOM_OFFICIAL_1 yes3 "keeper of the seal" / chancellor receive diplomats, make introductions and make topic agreements; optional: espionage 3 2 20 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_2 yes3 justiciar law enforcement, collect taxes 3 2 60 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_3 yes treasurer trade, accounting 2 1 70 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_4 yes advisor/counselor advise leaders 2 1 55 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_5 yes3 chamberlain oversee leader household 1 0 80 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_6 no master of beasts tame exotics, manage animals 1 0 90 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_7 yes butler / cup-bearer manage leader household food and drinks 0 0 300 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_8 yes doctor health management 0 0 310 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_9 yes executioner executions 0 0 320 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_10 yes chef prepare leader meals 0 0 330 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_11 yes housekeeper manage leader household cleanliness 0 0 340 1 yes no (5,0,1) yes no


CUSTOM_MILITARY_STRATEGY no general/(field) marshal / constable military strategy 3 2 50 1 yes yes (5,0,1) yes yes
CUSTOM_MILITARY_GOALS4 no war leader military goals, optional: military strategy 3 2 45 1 yes yes (5,0,1) no no
Note:
  • 1) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.
  • 2) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.
  • 3): Name prefix can be empty.
  • 4) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.
  • 5): Name prefixes are: high, head, chief and royal.

In the above table the responsibility "espionage" of the CUSTOM_OFFICIAL_1 is optional. Only if the CUSTOM_OFFICIAL_1 is created with the "espionage" responsibility such officials can also be created for the site governments (as all other responsibility are already performed by the standard custom site ruler). Also, the columns "human" and "goblin" dictate whether human and/or goblin civilizations can have the positions.

Site Governments

If all positions of a civ (and with that of a site government) are variable, then a leader position for the site government needs to be created (in world-gen), before other positions (of the possible variable positions) can be created. The created position is usually the CUSTOM_LAW_MAKER, but other positions have been found, ie. CUSTOM_BANDIT_LEADER and FORCED_ADMINISTRATOR.

Note that human and goblin civilizations can also create further site positions, if the current site leader is the CUSTOM_BANDIT_LEADER or FORCED_ADMINISTRATOR. All other races (eg. dwarves and elves) cannot.

Also a CUSTOM_LAW_MAKER can be created for a site government (of a human civilization) before a CUSTOM_LAW_MAKER for the civilization has been created.

Also note that not all site government entities need to be a child of a civilization entity, if they are not, then the CUSTOM_BANDIT_LEADER is used as a site-ruler (regardless of race, ie. even dwarven and the rare elven site government without connection to a civ will use the CUSTOM_BANDIT_LEADER as initial ruler/leader).

The following table gives an overview of the non-ruler variable positions of a site government.

Position Name first Name second Responsibilities Demands Mandates Precedence Number Color human goblin add. flags1
CUSTOM_MARKET_OFFICIAL_1 sewer master / administrator / caretaker / commissioner / official maintain sewers 0 0 500 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_2 grain / harvest official / administrator / caretaker / commissioner food supply 1 0 450 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_3 fire administrator / official / commissioner fire safety 0 0 475 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_4 judge / magistrate / justice judge 1 0 350 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_5 building caretaker / administrator / official / commissioner construction permits, building safety 1 0 460 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_6 road administrator / official / commissioner maintain roads, bridges and tunnels 1 0 375 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_1 (high / head / chief) "keeper of the seal" / chancellor espionage 3 2 20 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_2 (chief / head / high) justiciar collect taxes 3 2 60 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_3 chief / high / head treasurer trade, accounting 2 1 70 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_4 chief / high / head advisor / counselor advise leaders 2 1 55 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_5 (chief / high / head) chamberlain oversee leader houshold 1 0 80 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_6 master of beasts tame exotics, manage animals 1 0 90 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_7 chief / head / high butler / cup-bearer manage leader houshold food and drinks 0 0 300 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_8 chief / high / head doctor health management 0 0 310 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_9 head / high / chief executioner executions 0 0 320 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_10 chief / high / head chef prepare leader meals 0 0 330 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_11 chief / head / high housekeeper manage leader houshold cleanliness 0 0 340 1 (5,0,1) yes no no
CUSTOM_MILITARY_STRATEGY2,3 general/(field) marshal / constable military strategy 3 2 50 1 (5,0,1) yes no yes
CUSTOM_MILITARY_GOALS2 war leader military goals, optional: military strategy 3 2 45 1 (5,0,1) yes no yes
Notes:
  • 1): The additional flags are: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.
  • 2): Only ever created, if the current site leader is a FORCED_ADMINISTRATOR.
  • 3): Only created, after the CUSTOM_MILITARY_GOALS position was created and the CUSTOM_MILITARY_GOALS position was not created with the military strategy responsibility.
  • In the above table the columns "human" and "goblin" donate, whether a site government of a human civilization or of a goblin civilization can have that position (or at least, if the position was encountered so far). Also the custom officials (CUSTOM_OFFICIAL_1 etc.), in contrast to market officials (CUSTOM_MARKET_OFFICIAL_1 etc.), seem to only be generated, if a) the parent civ did generate the position and b) the official has a responsibility that the site-ruler does not have.
  • In addtion to the above table the "best_appointment_precedence" is 30001. Also the following flags are set (true) for all officials, regardless, of whether belonging to a human or goblin site government: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.
  • All of the positions are appointed by the current ruler of the site (ie. CUSTOM_LAW_MAKER, CUSTOM_BANDIT_LEADER, FORCED_ADMINISTRATOR), except the CUSTOM_MILITARY_STRATEGY position will be appointed by the CUSTOM_MILITARY_GOALS position, if the CUSTOM_MILITARY_GOALS position was created prior and the current ruler of the site government is a forced administrator.

Additionally the position entry usually has the flag active set and the flag is_replaced is false, otherwise the position would no longer be active (and might have been replaced).

Bandits

Bandits use the entity types 4 and 7, which are nomadic groups (type 4) and outcasts (type 7). It must also be noted that some CUSTOM_BANDIT_LEADER positions are used by site governments (typically goblin site governments) both with and without a parent civilization (site government is not a child of an entity of type 0).

The following table gives an overview over the possible variable positions used by bandits (some further info on bandit leaders is below the table).

Position Name appointment type Responsibilities squad size Demands Mandates Precedence Number add. flags1 rules from location entity type
CUSTOM_BANDIT_LEADER Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord elected law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals 20 2 1 55 1 yes no nomadic, outcast
CUSTOM_BANDIT_LEADER2 Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord elected law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals 20 2 1 10 1 yes no nomadic
CUSTOM_OUTCAST_LT lieutenant appointed by bandit leader patrol territory, attack enemies 0 1 0 160 -1 no no outcast
CUSTOM_OUTCAST_FACTOR representative appointed by bandit leader trade and accounting 0 1 0 70 -1 yes (except is_law_maker) yes outcast
Notes:
  • 1): Additional flags are: is_law_maker, flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt and quest_giver
  • 2): Only difference to the other CUSTOM_BANDIT_LEADER is the increased precedence of 10, encountered in 11 of 148 bandit leaders (148 of 175 nomadic groups had leaders). The reason is of yet unknown, except that the CUSTOM_BANDIT_LEADER is also used by the goblin civilization (and some site governments, without an entity link to a parent civ, had a nomadic group with a custom bandit leader as a child entity).
  • Further note the common flags of these positions are: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.
  • The entity type in the above table refers to the (as displayed by dfhack's gm-editor, when viewing an entity).

Additionally the bandit leader (CUSTOM_BANDIT_LEADER) always has a squad size of 20 and the squad members are refered to as "bandits".

Religious Entities

Some religious entities, which are considered "child"-entities of civilizations (no religious entity which was not a "child" of a civ entity has been found so far), also have variable positions - the other religious entities have no positions at all. If a religious entity rules a site (always monastery?), then the only variable position (of that entity) seems to be the CUSTOM_LAW_MAKER and the name of the position seems to be always "abbot". Otherwise the variable positions PRIEST, HIGH_PRIEST and HIGHEST_PRIEST can be created for that religious entity, where any such entity, if it has a position, will always have the PRIEST as position. Afterwards, the position HIGH_PRIEST can be created and at last - after the HIGH_PRIEST was created - the HIGHEST_PRIEST can be created. The names of these position are randomly created (more about the name generation is currently out-of-scope, ie. why a PRIEST might be called "sacred squid", "holy burial", "sacred rumor", "holy lemon" or "sacred paper" is out-of-scope at least for this wiki-article). No temple is needed in an associated site for a religious entity (not ruling from a monastery) to create a priest, high priest or highest priest position.

An overview on the positions of religious entities is given in the following table:

Position name prefix name appointment type5 Responsibilities Precedence Demands Mandates number missing common flags1 additional flags2
CUSTOM_LAW_MAKER3 abbot heir law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 100 3 2 1 is_diplomat all
PRIEST holy or sacred random4 elected religion 200 0 0 -1 none no
HIGH_PRIEST high, first or exalted random4 elected law_making, receive diplomats and make topic agreements 50 3 2 -1 none all (except determines_coin_design)
HIGHEST_PRIEST absolute or most sacred/high/exalted random4 elected law_making, receive diplomats and make topic agreements 1 5 3 1 none all (except determines_coin_design)


Notes: 1): The common flags are: duty_bound, has_responsibilities, chat_worty, do_not_cull, is_leader, is_diplomat, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions and has_met_market_req. So if one of the flags is mentioned in a column, then the position does not have that flag.

2): The additional flags (in this case) are: is_law_maker, flashes, brag_on_kill, kill_quest, exported_in_legends, account_exempt, quest_giver, special_burial.

3): Is always the only position for that religious entity. And so far any such entity, which was found, always governed/ruled a monastary.

4): The name is one of the possible "name prefix" for the position written before a completly random word, which may or may not depend on the religious spheres/domains worshipped by that religion.

5): The appointment/succession type is actually determined by flags, ie. elected and succession_by_heir. One of the flags is also true for these positions (but not explictly mentioned in the common/additional flags).


Additional notes: The PRIEST, HIGH_PRIEST and HIGHEST_PRIEST have a variable color entry, but the color-flag (of the position entry) is false, so it is unclear, whether currently the color entry has any effect.

Mercenary Group

All mercenary entities will have at least one position (the CUSTOM_MERCENARY_LEADER). The only other possible position is the CUSTOM_MERCENARY_TREASURER.

Basic information about both positions are found in the table below (and the explanations below the table).

Position Name appointment type Responsibilities Precedence Demands Mandates number imp. flags1
CUSTOM_MERCENARY_LEADER usually "warlord", "leader", "general" or "overlord" but very unusual names are possible (see below table) elected law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 50 2 1 1 yes
CUSTOM_MERCENARY_TREASURER treasurer elected trade and accounting 160 1 0 1 no

Notes: 1): The imp. flags are flashes, brag_on_kill, chat_worthy, punishment_exemption, kill_quest and quest giver.

Both positions also have the is_leader flag and the following flags: duty_bound, has_responsibilities, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.

For the mercenary leader also illustrous names such as lord twinkle, lord duty, lord savant, maze commander or secret commander can be created. In these cases the name seems to be generated by either adding a random word after the word lord or adding a random word before commander.

Guilds

All guilds will always have all four of the variable positions mentioned in this section. Note that "merchant guilds" are merchant companies and an entirely separate entity.

The following table gives an overview of the four guild positions.

Position Name appointment type Responsibilities precedence demands mandates number add. flags1
CUSTOM_GUILD_LEADER dean/doyen law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals elected 50 2 1 1 yes
CUSTOM_GUILD_ALDERPERSON alderperson meet workers, manage production elected 150 1 0 1 no
CUSTOM_GUILD_STEWARD steward or treasurer trade elected 160 1 0 1 no
CUSTOM_GUILD_CLERK clerk, bookkeeper, recordkeeper accounting elected 170 1 0 1 no

Notes: 1): The additional flags are: is_law_maker, flashes, brag_on_kill; chat_worthy, do_not_cull, kill_quest, account_exempt, rules_from_location, punishment_exemption and quest_giver.

All positions have the following flags in common: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions, has_met_market_positions.

Merchant Company

Every merchant company will have a leader (CUSTOM_COMPANY_LEADER). Furthermore a merchant company can have a CUSTOM_COMPANY_FACTOR, to which an unlimited number of history figures can be assigned to (ie. a company can have multiple governors).

An overview of both positions is given by the following table:

Position name appointment type Responsibilities Precedence Demands Mandates number additional flag
CUSTOM_COMPANY_LEADER master or head elected or succession by heir law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military goals, military strategy 50 2 1 1 is_law_maker
CUSTOM_COMPANY_FACTOR agent, factor, administrator or governor appointed by company leader trade and accounting 200 1 0 -1 none

Both positions have the following flags in common: duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, account_exempt, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver and has_met_market_req.

Also note that in contrast to many other variable positions (of different entities) for the CUSTOM_COMPANY_LEADER both an election based appointment (or succession) and an succesion by heir is possible, but each merchant company will only have an elected leader or a leader (with inheritance).

Raw tokens

The tokens that manage the creation of positions are SITE_VARIABLE_POSITIONS and VARIABLE_POSITIONS.

SITE_VARIABLE_POSITIONS allows for the creation of lords, hearthpersons, and bosses, and [VARIABLE_POSITIONS] allows creation of Law-makers.