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Difference between revisions of "40d:Liaison"

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(Undo revision 19745 by Hellome (Talk) - this was a bug in 38a, and was fixed in 38b)
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'''Liaisons''' are emissaries from different civilizations that will sometimes accompany traders to your fortress.  They can have different names ([[Humans]] will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same.  They will ask your [[expedition leader]] or [[mayor]] ''only'' for which goods you would like sent with their next caravan (for a higher price), and inform you of the goods they would like you to sell to them the next time, which they too will pay extra to purchase.
 
'''Liaisons''' are emissaries from different civilizations that will sometimes accompany traders to your fortress.  They can have different names ([[Humans]] will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same.  They will ask your [[expedition leader]] or [[mayor]] ''only'' for which goods you would like sent with their next caravan (for a higher price), and inform you of the goods they would like you to sell to them the next time, which they too will pay extra to purchase.
 
Liaisons often set off traps in your base, and can be killed from them. This hasn't made anyone angry yet, oddly.
 
  
 
If your leader is dead, then you must assign a new one using the {{k|n}} screen before the liaison arrives or he/she will leave without a [[meeting]].
 
If your leader is dead, then you must assign a new one using the {{k|n}} screen before the liaison arrives or he/she will leave without a [[meeting]].

Revision as of 08:23, 28 February 2008

Liaisons are emissaries from different civilizations that will sometimes accompany traders to your fortress. They can have different names (Humans will send a guild representative, dwarves will send an outpost liaison), but their functions are the same. They will ask your expedition leader or mayor only for which goods you would like sent with their next caravan (for a higher price), and inform you of the goods they would like you to sell to them the next time, which they too will pay extra to purchase.

If your leader is dead, then you must assign a new one using the n screen before the liaison arrives or he/she will leave without a meeting.

Make sure to turn off all labor for the dwarf who needs to meet with the liaison, even the 'harvest all order', because your leader tends to walk away from the meeting and liaisons will eventually get depressed or go berserk if they do not get their meeting. This also causes a message saying "A trader went away unhappy" although it's unknown if this has any current in-game effect.

The meeting can take place before, after and even "during", that is, between, trading sessions.

The meeting usually consists of 8 screens with breaks, the breaks giving your leader a welcome opportunity to walk away from the meeting. Don't think you are done until the liaison confirms it and says farewell!

Oddly enough, liaisons don't need to eat, drink or sleep. There is a statement from one of our mayors on this:

Ironblood: "This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off..."