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40d:Mayor

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Revision as of 21:13, 19 December 2008 by LegacyCWAL (talk | contribs)
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Mayor
Room requirements  
Office Decent Office
Quarters Decent Quarters
Dining room Decent Dining Room
Tomb None
Furniture requirements
Chests 2
Cabinets 1
Weapon racks 1
Armor stands 1
Other
Mandates None
Demands None
Arrival conditions
  • 50 population
  • Election
Function
  • Meet with Liaison
  • Leadership
  • Listen to complaints

When the population of a fortress reaches 50, the Expedition leader becomes the Mayor.

After a period of time, the fortress's dwarves may elect a new Mayor, who will demand the rooms accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms. Becoming Mayor gives a happy thought.

Occasionally, an unhappy dwarf will decide they need to vent their feelings at the Mayor. They will attempt to schedule a meeting with the Mayor. A Conduct Meeting job will be started for the manager and an Attend Meeting job for the complainer. If the manager is interrupted out of their Conduct Meeting, the Attend Meeting has been known to get stuck. Complaining will give the complainer a happy thought, while giving the Mayor an unhappy one.

The amount of friends a dwarf has may be the main factor in his election to the office of Mayor. It is still possible for a dwarf with no social skills to be elected over a dwarf who has them.

A Mayor will sometimes makes mandates, which can include banning exports or producing certain goods. If a new Mayor is elected when a mandate is in effect, the mandate will end, but no dwarves will be punished for not meeting it.


Human mayors

Human towns each have their own Mayor, and almost every one of them is a master of a weapon skill. The Mayors give quests out to adventurers, and no matter how much you might plead they never join adventurers on their travels.