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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 value#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 [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyen, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]] (see [[Variable_positions#Guilds| variable guild positions]] for further technical details about the positions). The formation of a guild will always also result in the construction of a guild hall at the same time, but the guild positions (which are created with the formation of the guild) might not get filled for a long time (and stay empty) or only some of them getting filled with a historical figure during world generation. | + | Guilds are formed in world generation, by civilizations that value [[Personality value#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 [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyen, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]] (see [[Variable_positions#Guilds| variable guild positions]] for further technical details about the positions). The formation of a guild will always also result in the construction of a guild hall at the same time, but the guild positions (which are created with the formation of the guild) might not get filled for a long time (and stay empty) or only some of them getting filled with a historical figure during world generation. In most cases the site, where the guild hall is constructed, is a Mountain Halls or Town, but occasionally a guild can also be found at a Forest Retreat (controlled by humans or dwarves when the guild was founded and not by the [[elf| tree-huggers]]). |
The guild positions are not yet available within fortress mode (and are in fact superfluous as the responsibilities are already performed by the recordkeeper, manager, broker and mayor/expedition leader of any dwarven fortress), and thus, guilds made in fortresses don't get them. | The guild positions are not yet available within fortress mode (and are in fact superfluous as the responsibilities are already performed by the recordkeeper, manager, broker and mayor/expedition leader of any dwarven fortress), and thus, guilds made in fortresses don't get them. | ||
Revision as of 12:34, 7 March 2026
v53.11 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Guilds are organizations established when enough members of your fortress practice the same profession, or professions in the same category. The required number of members defaults to 10, but this can be changed in the difficulty settings. Allowing many dwarves to do the same labors can lead to them learning enough of that skill to form a guild, as can migrants arriving with skills in the same category. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.
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", or "The Autumnal Guild", a Ranger guild with a guildhall named "The Grove of Deer".
Guildhall
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 in the skill. However, any guildhall can be built at any time, and even if a guild is not established, any one with the right skill can still hold public demonstrations for idlers; this is useful for having dwarves teach each other desirable skills. If a guild grows to enough members (25 by default, but can also be changed), they will petition for a Grand guildhall.
A guildhall requires a certain zone value to be considered established, as appraised by the fortress' broker; the default values are 2000☼ to upgrade a meeting place to a guildhall and 10,000☼ for a grand guildhall, but these can be changed in the difficulty settings. Accepting either petition but failing deliver one with enough value, will cause negative thoughts for the guild members after a year.
List of guilds
This is a list of guildhalls that you can select when adding a new location (e.g.
z -> set a zone ->
-> "New guildhall" -> choose a guild type). General guilds are in bold, followed by specific guilds they include.
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/doyen, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/Record keeper (see variable guild positions for further technical details about the positions). The formation of a guild will always also result in the construction of a guild hall at the same time, but the guild positions (which are created with the formation of the guild) might not get filled for a long time (and stay empty) or only some of them getting filled with a historical figure during world generation. In most cases the site, where the guild hall is constructed, is a Mountain Halls or Town, but occasionally a guild can also be found at a Forest Retreat (controlled by humans or dwarves when the guild was founded and not by the tree-huggers).
The guild positions are not yet available within fortress mode (and are in fact superfluous as the responsibilities are already performed by the recordkeeper, manager, broker and mayor/expedition leader of any dwarven fortress), 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.
Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now.
The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Safety Guidelines.
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