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Guild
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 0.47.01 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. |
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If a particular profession has sufficient members (10 by default in d_init.txt) within your fortress, a guild may be established. Shortly after establishment, the guild will petition for the construction of a guildhall. Guildhalls work similarly to barracks and taverns, by providing skill training and some degree of socialization. A guildhall requires 2000 (by default) and Grand Guildhall at 10000 zone wealth to be considered established. A guild with a guildhall was observed establishing connections with other guilds, but with an as of yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned.
While a guild is not established, it can still hold public skill demonstrations for idlers.
The following guilds have been observed to exist:
(This is not currently a comprehensive list.)