v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Social skill

From Dwarf Fortress Wiki
Revision as of 18:56, 14 December 2024 by Zippy (talk | contribs) (Replaced image with in-game icons.)
Jump to navigation Jump to search
This article is about the current version of DF.
Note that some content may still need to be updated.

Speech preview.png

Social skills are used mainly by the expedition leader, manager and broker in interactions between the dwarves in your fortress, as well as when talking with liaisons, diplomats, and merchants. Social skills can be acquired at embark, while performing various administrative tasks, or while socializing in a tavern. The starting dwarf with the most social skills will almost always become the expedition leader, who will automatically become your first mayor, so when giving social skills to your starting dwarves, don't give them to one whose preferences will lead to obnoxious mandates when s/he becomes mayor.

The following list is based on the skills listed in the nobles screen when replacing a noble.

List of social skills

Miscellaneous conversational skills

Social skills are trained at the tavern, during a conversation between two or more idle dwarves, and when trading. They are also listed as mayor skills.

Social
 

In the current fortress mode (44.12+), they all impact conversation roles in groups. The conversation 'tasks' are console, haggle, discuss request, calm venter, and cover for gaffe. These tasks impact tree demands, trade agreement percentage values, haggling, whether you can cover if you screw up and offer the elves something wrong, etc, and the skill rolls matter. Regardless of the skill name, "consoler" isn't the only skill used to console somebody. Here is the table:

Task Conversation Comedy Flattery Judge intent Lying Intimidation Persuasion Negotiation Console Pacify
Console
Haggle
Discuss Request
Calm Venter
Cover for Gaffe

Broker skills

All of the conversational skills listed above are trained by (and thus, presumably, used in) trading, presumably to increase the chances of a deal being successful. Judge of intent skill is particularly important as it allows a broker to see how a trader feels about a particular deal. Note that the Appraiser skill, which is not a social skill, is also very important during the trading process.

Mayor skills

While all the conversational skills are important for a mayoral dwarf seeking reelection by making friends, dwarves with these two skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf). These skills are also all listed as relevant for the manager.

Gaining social skills

Fortress Mode

Dwarves train their social skills when idling in meeting areas or attending parties and they are standing near another dwarf. All allowed social skills train at the same rate, except possibly Conversationalist for some dwarves. What social skills are allowed depends on both beliefs and facets of the particular dwarf. A typical dwarf meets all the non-override requirements except for low TRUTH, allowing all skills except Liar and Flatterer. Normally, all beliefs and all facets must meet the basic requirements. However, if any *single* facet meets the "override" requirement, all belief requirements are waived (but any other facet requirements remain). However, Conversationalist does something funny, which needs more research. Perhaps it is only *partially* unlocked by certain beliefs? (the override does make it work fully). (note that beliefs range from -50 to +50, while facets range from 0 to 100)

(tested with 0.47.4)

Skill Belief Facet override
Persuader ELOQUENCE ≥ -25 ASSERTIVENESS ≥ 25 ASSERTIVENESS ≥ 76
Negotiator (none) (none) N/A
Judge of Intent (none) (none) N/A
Liar TRUTH ≤ 10 (none) N/A
Intimidator POWER ≥ -25
TRANQUILITY ≤ 25
HARMONY ≤ 25
ASSERTIVENESS ≥ 25
DISCORD ≥ 25
ASSERTIVENESS ≥ 76
DISCORD ≥ 76
Conversationalist LEISURE_TIME ≥ -25 ?
FRIENDSHIP ≥ -25 ?
other beliefs ?
GREGARIOUSNESS ≥ 25
BASHFUL ≤ 75
GREGARIOUSNESS ≥ 76
BASHFUL ≤ 24
Comedian MERRIMENT ≥ -25 HUMOR ≥ 25 HUMOR ≥ 76
Flatterer TRUTH ≤ 25 FRIENDLINESS ≥ 40 FRIENDLINESS ≥ 76
Consoler STOICISM ≤ 25 SWAYED_BY_EMOTIONS ≥ 25
CRUELTY ≤ 75
DISCORD ≤ 75
SWAYED_BY_EMOTIONS ≥ 76
CRUELTY ≤ 24
DISCORD ≤ 24
Pacifier PEACE ≥ -25 DISCORD ≤ 75 DISCORD ≤ 24

Adventure Mode

Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them. Bug:10874) It is unknown if personality traits have any effect.

Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer. Responding with dismissal trains Intimidator. Responding passively trains Pacifier.

As of recentlyv0.47.01, there are new conversation options that can train social skills. The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.

Social skills are important in Adventure mode, as they can let you persuade pretty much anyone into doing anything you want. This includes changing NPCs' values, persuading position holders to give up their title, enlisting you into the army, and so on.

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused