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Variable positions

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This page documents the variable positions that entities create when neccesary. This is - in vanilla - the case for human and goblin civilizations, but also for merchants' companies, guilds, mercenary groups, religious groups and criminals.

Introduction[edit]

Initially none of the positions marked as variable do exist for an entity. The positions will only exist for a given entity, if they are either created during world-gen, world activities(?) or by memory hacking or scripting (ie. with Lua). Ie. in vanilla all human civilizations have at the beginning of the world-generation no positions at all, neither on the site nor civ level, as all positions of the vanilla human civs are marked as variable (variable positions: all). When a variable (civ level) position is created, the position is only created for that civilization (entity) and not for any other entities of the same type. Ie. the creation of a law-giver for one human civ does not create law-givers for other human civs.

Also presumably all site-level positions for each entity are created on a per site basis, meaning the creation of a site ruler for one site (of a civ) does not also create the site ruler positions for any other site (of that civ).

The existence of a variable position does not mean that the position will also be filled by a historical figure. But during world-gen the creation of a position will usually be followed up with the position being filled. Ie. the human historical figure who forced the creation of a law-giver position, will usually become the first law-giver.

For the succession rules of a variable position (after the position has been initially filled by a historical figure), presumably, the same rules as for non-variable positions apply.

(Disclaimer: The following only applies during world-gen and normal world activities. Scripting and memory hacking can circumvent the normal limitations, but with currently unknown results).

For civ level entities, if the law-giving position is a variable position, the law-giving position does not (seem to) have any further requirements to be created (ie. no other position being already created). Ie. this position can be created by force (or popular support etc.) by any historical figure of that civ. But for all other variable (civ-level) positions the law-giving position must exist as usually the historical figure, who is the law-giver, does create the other variable positions (for various reason).

Something similar is probably the case for site level positions. Ie. if the ruler of a site is a variable position, that position needs to be created, before any other site-level variable positions can be created. And the site ruler can afterwards create other variable positions for that site. It is not yet clear if a site level ruling position can be created before a civ level ruling (law-giving) position is created (or exists). This also means that it should be possible, via memory-hacking or scripting, to create (and fill) the variable site level positions (for a player site), at least after the civ level law-giving position has been created (and the law-giving position has been filled), so that a human player site gets the maximum possible human site level positions (with the normal appointment rules for the succession/reappointment of the positions), without having to edit the raw files (as outlined in the human civ page), prior to creating a world, to make the variable positions of human civilisations to "static" ones.

Presumably for guilds (Merchant Guild and others), mercenary groups, religious orders (and criminals) also a "leader" position needs to be created by a historical figure, before other variable positions for that entity can be created.

General Info[edit]

So far, no restrictions on allowed_class or allowed_creature have been found and also the rejected_creature and rejected_class entries are always empty. Squad_size is 0, except when a variable position (in the following sections) explictly states otherwise (ie. squad size for CUSTOM_BANDIT_LEADER, CUSTOM_LAW_MAKER and CUSTOM_LAW_MAKER_2 is 20). Also most other entries (of entity_position entry under "own") not mentioned in their section have standard values (ie. are empty). The best_appointment_precedence of all positions is 30001. Also the execution skill is always set to "-1" even for the CUSTOM_OFFICIAL_9, whose sole responsiblity is executions.

Also variable positions are usually only created (with the exception, if they replace another position), if the position will have at least one responsibility the already created (existing) positions for that entity does not have, regardless of whether there are any more prerequisites for a variable position to be created.

Sources to process[edit]

See spoiler-sections of those posts.

Civilizations[edit]

If all positions of a civ are variable, then the CUSTOM_LAW_MAKER position needs to be created (in world-gen), before other positions (of the possible positions) can be created. After the creation (and filling) of the law-maker positions, the other variable positions (both CUSTOM_OFFICIALS_i and CUSTOM_MARKET_OFFICIALS_i, where i stands for a non-zero natural number) can be created in any order. These other positions are then always appointed by the law-maker of the civ. The law-maker position itself uses succession by heir.

In contrast to e.g the positions of the dwarven civilizations, where the site nobility positions (eg. baron, duke) do get added to the own position list (vector) of the civilization, the CUSTOM_LAW_MAKER (and CUSTOM_LAW_MAKER_2) positions (of a site government) are not added to the own position list (at least for civs with all variable positions). The "own" positions list (of the civ entity) only exclusively contains the variable positions of the civ, which are all created by the civ, and no positions which are the "ruler" of a site (even if the variable site position was appointed by the law maker of the civ). Also the "site" positions list is empty (or at least no entries were found so far).

The following table gives an overview over the different possible rulers of a human or goblin civilization.

Position Name succession type Responsibilities Demands Mandates Precedence is diplomat human goblin
CUSTOM_LAW_MAKER master none law making, military goals, military strategy 3 2 1 no no yes
CUSTOM_LAW_MAKER master none law making, military goals, 3 2 1 yes no yes


CUSTOM_LAW_MAKER law-giver by heir law making, make peace agreements, military goals, military strategy 3 2 1 no yes no
CUSTOM_LAW_MAKER law-giver by heir law making, make peace agreements, military goals 3 2 1 yes yes no

Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Also note that the master of a goblin civilization does not have peace agreements as a responsibility.

The following table gives an overview of the possible non-ruling civ-level positions:

Position Name prefix Name5 Responsibilities Demands Mandates Precedence Number Flags11 Flags22 Color human goblin
CUSTOM_OFFICIAL_1 yes3 "keeper of the seal" / chancellor receive diplomats, make introductions and make topic agreements; optional: espionage 3 2 20 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_2 yes3 justiciar law enforcement, collect taxes 3 2 60 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_3 yes treasurer trade, accounting 2 1 70 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_4 yes advisor/counselor advise leaders 2 1 55 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_5 yes3 chamberlain oversee leader household 1 0 80 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_6 no master of beasts tame exotics, manage animals 1 0 90 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_7 yes butler / cup-bearer manage leader household food and drinks 0 0 300 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_8 yes doctor health management 0 0 310 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_9 yes executioner executions 0 0 320 1 yes no (5,0,1) yes yes
CUSTOM_OFFICIAL_10 yes chef prepare leader meals 0 0 330 1 yes no (5,0,1) yes no
CUSTOM_OFFICIAL_11 yes housekeeper manage leader household cleanliness 0 0 340 1 yes no (5,0,1) yes no


CUSTOM_MILITARY_STRATEGY no general/(field) marshal / constable military strategy 3 2 50 1 yes yes (5,0,1) yes yes
CUSTOM_MILITARY_GOALS4 no war leader military goals, optional: military strategy 3 2 45 1 yes yes (5,0,1) no no
Note:
  • 1) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.
  • 2) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.
  • 3): Name prefix can be empty.
  • 4) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.
  • 5): Name prefixes are: high, head, chief and royal.

In the above table the responsibility "espionage" of the CUSTOM_OFFICIAL_1 is optional. Only if the CUSTOM_OFFICIAL_1 is created with the "espionage" responsibility such officials can also be created for the site governments (as all other responsibility are already performed by the standard custom site ruler). Also, the columns "human" and "goblin" dictate whether human and/or goblin civilizations can have the positions.

Site Governments[edit]

If all positions of a civ (and with that of a site government) are variable, then a leader position for the site government needs to be created (in world-gen), before other positions (of the possible variable positions) can be created. The created position is usually the CUSTOM_LAW_MAKER, but other positions have been found, ie. CUSTOM_BANDIT_LEADER and FORCED_ADMINISTRATOR.

Note that human and goblin civilizations can also create further site positions, if the current site leader is the CUSTOM_BANDIT_LEADER (both) or FORCED_ADMINISTRATOR (only encountered/found in case of humans). All other races (eg. dwarves and elves) cannot.

Also a CUSTOM_LAW_MAKER can be created for a site government (of a human civilization) before a CUSTOM_LAW_MAKER for the civilization has been created.

Also note that not all site government entities need to be a child of a civilization entity, if they are not, then the CUSTOM_BANDIT_LEADER is used as a site-ruler (regardless of race, ie. even dwarven and the rare elven site government without connection to a civ will use the CUSTOM_BANDIT_LEADER as initial ruler/leader).

The following table gives an overview of the possible leader positions:


Position Name Responsibilities squad8 size Demands Mandates Precedence goblin human elf dwarf flags appointment type
CUSTOM_BANDIT_LEADER1 Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord law making, law enforcement, receive diplomats, make introductions, make topic agreements, military strategy, military goals 20 2 1 55 or 10 (rare) yes yes yes yes standard bandit leader elected
FORCED_ADMINISTRATOR administrator law making, receive diplomats, meet workers, make topic agreements 0 3 2 100 yes yes yes yes2 forced admin none3
FORCED_ADMINISTRATOR4 administrator law making, receive diplomats, meet workers, make topic agreements 0 3 2 65 no no no yes dwarf forced admin none3
CUSTOM_LAW_MAKER5 law-giver law making, make peace agreements, military goals; optional6: military strategy 0 3 2 1 no yes no no civ law-giver by heir


CUSTOM_LAW_MAKER6 lord law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 20 3 2 1 no yes no no standard leader by heir


CUSTOM_LAW_MAKER lord law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 20 3 2 40 yes yes no no standard leader by heir


CUSTOM_LAW_MAKER baron law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 20 3 2 41 no yes no no standard leader by heir; appointed by law-giver (civ)


CUSTOM_LAW_MAKER_27 baron law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 20 3 2 35 no yes no no standard leader by heir; optional: appointed9


Notes:
  • 1): Only leader position, if the entity (site-government) is not a child of a civilization, but can also appear, if the entity has a parent civ. Only site leader position of goblins, where other site positions will be created (both cases: with civ and without civ).
  • 2): 2 of the 53 forced administrator positions of dwarves (in a large 250 year histor world-gen world with many civs) used this forced administrator (rather than the one defined in the raws). No site official positions found for goblins so far, if the leader was a forced administrator.
  • 3): The position has no appointed_by defined, nor any form of succession by position or heir. And the position is also not elected. So how and if a forced admin gets refilled, in case of death of the previous position holder, is unclear.
  • 4): This is the forced administrator as defined in the (vanilla) dwarf raws.
  • 5): Was created once in a large 250 year history world-gen world with many civs. The parent civ did not have a law-maker position created. But this definition is not always used, if the law-maker position of the parent civ has not been created. Also the site-entity was the original owner/creator of the site.
  • 6): This position can get created for a newly formed site-entity, if a site-entity has created the law-maker position and afterwards the site-entity gets conquered by another entity (of the same civ) and at the time of conquest no law-giver was created (yet) for the civ.
  • 7: Can be created (and replaces the former site ruler), if the ruler (of a human site entity) was either a FORCED_ADMINISTRATOR or a CUSTOM_LAW_MAKER with the name "lord".
  • 8): If the squad size is greater than zero, then the squad members are called soldiers (CUSTOM_BANDIT_LEADER) or hearthpeople (otherwise).
  • 9): Always appointed by the law-giver of the civilization, if the previous site leader was a forced administrator. Otherwise the appointed_by (and appointed_by_civ) definition is either empty or set to the law-giver of the civ, eg. a CUSTOM_LAW_MAKER_2, which replaces a CUSTOM_LAW_MAKER, can be appointed (in which case appointed by the law-giver of the civ) or not be appointed at all.
  • "by heir" in the appointment type definition entry means, that the succession is by heir. If nothing else is mentioned in the table cell, then the position did get filled immediatly upon creation of the position and the first position holder was not appointed by the civ-leader, otherwise the first position holder was appointed by the civ-leader.
  • "standard bandit leader" entry in "flags" table cell means the same flags as the CUSTOM_BANDIT_LEADER of bandit groups are set.
  • "forced admin" entry in "flags" table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, quest_giver, special_burial.
  • "dwarf forced admin" entry in "flags" table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color, menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, special_burial.
  • "standard leader" entry in "flags" table cell: is_law_maker, duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver, special_burial.
  • "civ law-giver" entry in "flags" table cell means that the flags of the CUSTOM_LAW_MAKER (civ level) are set, where the is_diplomat flag is only set, if (and only if) the law-giver does not have the military strategy responsibility. Also in this case the is_diplomat flag is only set, if the "law-giver" (of the site entity) does not have the military strategy responsibility.
  • Remark to forced administrator: The only differences between the forced administrator (only usable by the dwarves and defined in the raws) and the other forced administrator are, that the forced administrator of the dwarves is not a quest giver, does not rule from a location and has a different precedence.
  • The color of all leaders is the standard noble color (5,0,1), except for the forced administrators, who uses a different color entry (5,0,0).

If a leader does exist for a site entity, other variable positions can be created for that entity. In rare cases a variable official (or market official) position can even be created, if the requirements are not met (at least one of the flags has_met_pop_req and has_met_market_req is false for the position entry).

The following table gives an overview of the non-ruler variable positions of a site government.

Position Name prefix1 Name Name suffix2 Responsibilities Demands Mandates Precedence Number Color human goblin add. flags3
CUSTOM_MARKET_OFFICIAL_1 no sewer always maintain sewers 0 0 500 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_2 no grain / harvest always food supply 1 0 450 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_3 no fire always fire safety 0 0 475 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_4 no judge / magistrate / justice no judge 1 0 350 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_5 no building always construction permits, building safety 1 0 460 1 (5,0,1) yes no no
CUSTOM_MARKET_OFFICIAL_6 no road always maintain roads, bridges and tunnels 1 0 375 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_16,7,8 optional "keeper of the seal" / chancellor no espionage 3 2 20 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_27,9 optional justiciar no collect taxes 3 2 60 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_3 always treasurer no trade, accounting 2 1 70 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_4 always advisor / counselor no advise leaders 2 1 55 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_5 optional chamberlain no oversee leader houshold 1 0 80 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_6 no master of beasts no tame exotics, manage animals 1 0 90 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_7 always butler / cup-bearer no manage leader houshold food and drinks 0 0 300 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_8 always doctor no health management 0 0 310 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_9 always executioner no executions 0 0 320 1 (5,0,1) yes yes no
CUSTOM_OFFICIAL_10 always chef no prepare leader meals 0 0 330 1 (5,0,1) yes no no
CUSTOM_OFFICIAL_11 always housekeeper no manage leader houshold cleanliness 0 0 340 1 (5,0,1) yes no no
CUSTOM_MILITARY_STRATEGY4 no general/(field) marshal / constable no military strategy 3 2 50 1 (5,0,1) yes no yes
CUSTOM_MILITARY_GOALS5 no war leader no military goals, optional: military strategy 3 2 45 1 (5,0,1) yes no yes
Notes:
  • 1): The possible name prefixes are "chief", "head" and "high" (always) and also "royal", if the site leader has the name "law-giver". The name prefix can be empty, if the cell entry is "optional". A name prefix will always be present, if the cell entry is "always".
  • 2): The possible name suffixes are "administrator", "caretaker", "commissioner", "master" and "official". A name suffix will always be present, if the cell entry is "always".
  • 3): The additional flags are: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.
  • 4): Only ever created, if the first site leader was a FORCED_ADMINISTRATOR. Can even be created, if the FORCED_ADMINISTRATOR has already been replaced by a CUSTOM_LAW_MAKER_2.
  • 5): Only created, either after the CUSTOM_MILITARY_GOALS position was created and the CUSTOM_MILITARY_GOALS position was not created with the military strategy responsibility or if the leader has the name law-giver (and does not have the military strategy responsibility). Can even be created, if the first site leader was a FORCED_ADMINISTRATOR, who has already been replaced by a CUSTOM_LAW_MAKER_2.
  • 6): If the leader name is not law-giver (and the first site leader was not a FORCED_ADMINISTRATOR), then a CUSTOM_OFFICIAL_1 has the espionage responsibilty. All CUSTOM_OFFICIAL_1 of a civ (regardless of whether the CUSTOM_OFFICIAL_1 belongs to a site government or the civ government) will either have the espionage responsibility or do not have the espionage responsibility.
  • 7): If the leader has the name law-giver then this official position has the responsibilities (and also optional resp.) as given in the civ table for the official position and not the responsibilities as in this table. Ie. that is the only case where a CUSTOM_OFFICIAL_1 can be created for a site government without the espionage responsibility.
  • 8): The CUSTOM_OFFICIAL_1 has always the responsibility make introductions, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).
  • 9): The CUSTOM_OFFICIAL_2 has always the responsibility law enforcement, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).
  • In the above table the columns "human" and "goblin" donate, whether a site government of a human civilization or of a goblin civilization can have that position (or at least, if the position was encountered so far). Note so far only goblin site governments with a CUSTOM_BANDIT_LEADER did have further positions created.
  • In addtion to the above table the "best_appointment_precedence" is 30001. Also the following flags are set (true) for all officials, regardless, of whether belonging to a human or goblin site government: duty_bound, has_responsibilities, do_not_cull, color, menial_work_exemption and has_received_positions.
  • All of the positions are appointed by the current ruler of the site (ie. CUSTOM_LAW_MAKER, CUSTOM_BANDIT_LEADER, FORCED_ADMINISTRATOR), except the CUSTOM_MILITARY_STRATEGY position will be appointed by the CUSTOM_MILITARY_GOALS position, if the CUSTOM_MILITARY_GOALS position was created prior and the current ruler of the site government is a forced administrator.


Additionally the position entry usually has the flag active set and the flag is_replaced is false, otherwise the position would no longer be active (and might have been replaced).

Bandits[edit]

Bandits use the entity types 4 and 7, which are nomadic groups (type 4) and outcasts (type 7). It must also be noted that some CUSTOM_BANDIT_LEADER positions are used by site governments (typically goblin site governments) both with and without a parent civilization (site government is not a child of an entity of type 0).

The following table gives an overview over the possible variable positions used by bandits (some further info on bandit leaders is below the table).

Position Name appointment type Responsibilities squad size Demands Mandates Precedence Number add. flags1 rules from location entity type
CUSTOM_BANDIT_LEADER Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord elected law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals 20 2 1 55 1 yes no nomadic, outcast
CUSTOM_BANDIT_LEADER2 Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord elected law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals 20 2 1 10 1 yes no nomadic
CUSTOM_OUTCAST_LT lieutenant appointed by bandit leader patrol territory, attack enemies 0 1 0 160 -1 no no outcast
CUSTOM_OUTCAST_FACTOR representative appointed by bandit leader trade and accounting 0 1 0 70 -1 yes (except is_law_maker) yes outcast
Notes:
  • 1): Additional flags are: is_law_maker, flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt and quest_giver
  • 2): Only difference to the other CUSTOM_BANDIT_LEADER is the increased precedence of 10, encountered in 11 of 148 bandit leaders (148 of 175 nomadic groups had leaders). The reason is of yet unknown, except that the CUSTOM_BANDIT_LEADER is also used by the goblin civilization (and some site governments, without an entity link to a parent civ, had a nomadic group with a custom bandit leader as a child entity).
  • Further note the common flags of these positions are: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.
  • The entity type in the above table refers to the (as displayed by dfhack's gm-editor, when viewing an entity).

Additionally the bandit leader (CUSTOM_BANDIT_LEADER) always has a squad size of 20 and the squad members are refered to as "bandits".

Religious Entities[edit]

Some religious entities, which are considered "child"-entities of civilizations (no religious entity which was not a "child" of a civ entity has been found so far), also have variable positions - the other religious entities have no positions at all. If a religious entity rules a site (always monastery?), then the only variable position (of that entity) seems to be the CUSTOM_LAW_MAKER and the name of the position seems to be always "abbot". Otherwise the variable positions PRIEST, HIGH_PRIEST and HIGHEST_PRIEST can be created for that religious entity, where any such entity, if it has a position, will always have the PRIEST as position. Afterwards, the position HIGH_PRIEST can be created and at last - after the HIGH_PRIEST was created - the HIGHEST_PRIEST can be created. The names of these position are randomly created (more about the name generation is currently out-of-scope, ie. why a PRIEST might be called "sacred squid", "holy burial", "sacred rumor", "holy lemon" or "sacred paper" is out-of-scope at least for this wiki article). No temple is needed in an associated site for a religious entity (not ruling from a monastery) to create a priest, high priest or highest priest position.

An overview on the positions of religious entities is given in the following table:

Position name prefix name appointment type5 Responsibilities Precedence Demands Mandates number missing common flags1 additional flags2
CUSTOM_LAW_MAKER3 abbot heir law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 100 3 2 1 is_diplomat all
PRIEST holy or sacred random4 elected religion 200 0 0 -1 none no
HIGH_PRIEST high, first or exalted random4 elected law_making, receive diplomats and make topic agreements 50 3 2 -1 none all (except determines_coin_design)
HIGHEST_PRIEST absolute or most sacred/high/exalted random4 elected law_making, receive diplomats and make topic agreements 1 5 3 1 none all (except determines_coin_design)


Notes: 1): The common flags are: duty_bound, has_responsibilities, chat_worthy, do_not_cull, is_leader, is_diplomat, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions and has_met_market_req. So if one of the flags is mentioned in a column, then the position does not have that flag.

2): The additional flags (in this case) are: is_law_maker, flashes, brag_on_kill, kill_quest, exported_in_legends, account_exempt, quest_giver, special_burial.

3): Is always the only position for that religious entity. And so far any such entity, which was found, always governed/ruled a monastery.

4): The name is one of the possible "name prefixes" for the position written before a completely random word, which may or may not depend on the religious spheres/domains worshipped by that religion.

5): The appointment/succession type is actually determined by flags, ie. elected and succession_by_heir. One of the flags is also true for these positions (but not explicitly mentioned in the common/additional flags).


Additional notes: The PRIEST, HIGH_PRIEST and HIGHEST_PRIEST have a variable color entry, but the color-flag (of the position entry) is false, so it is unclear whether currently the color entry has any effect.

Mercenary Group[edit]

All mercenary entities will have at least one position (the CUSTOM_MERCENARY_LEADER). The only other possible position is the CUSTOM_MERCENARY_TREASURER.

Basic information about both positions are found in the table below (and the explanations below the table).

Position Name appointment type Responsibilities Precedence Demands Mandates number imp. flags1
CUSTOM_MERCENARY_LEADER usually "warlord", "leader", "general" or "overlord" but very unusual names are possible (see below table) elected law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals 50 2 1 1 yes
CUSTOM_MERCENARY_TREASURER treasurer elected trade and accounting 160 1 0 1 no

Notes: 1): The imp. flags are flashes, brag_on_kill, chat_worthy, punishment_exemption, kill_quest and quest giver.

Both positions also have the is_leader flag and the following flags: duty_bound, has_responsibilities, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.

For the mercenary leader also illustrous names such as lord twinkle, lord duty, lord savant, maze commander or secret commander can be created. In these cases the name seems to be generated by either adding a random word after the word lord or adding a random word before commander.

Guilds[edit]

All guilds will always have all four of the variable positions mentioned in this section. Note that "merchant guilds" are merchant companies and an entirely separate entity.

The following table gives an overview of the four guild positions.

Position Name appointment type Responsibilities precedence demands mandates number add. flags1
CUSTOM_GUILD_LEADER dean/doyen law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals elected 50 2 1 1 yes
CUSTOM_GUILD_ALDERPERSON alderperson meet workers, manage production elected 150 1 0 1 no
CUSTOM_GUILD_STEWARD steward or treasurer trade elected 160 1 0 1 no
CUSTOM_GUILD_CLERK clerk, bookkeeper, recordkeeper accounting elected 170 1 0 1 no

Notes: 1): The additional flags are: is_law_maker, flashes, brag_on_kill; chat_worthy, do_not_cull, kill_quest, account_exempt, rules_from_location, punishment_exemption and quest_giver.

All positions have the following flags in common: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions, has_met_market_positions.

Merchant Company[edit]

Every merchant company will have a leader (CUSTOM_COMPANY_LEADER). Furthermore a merchant company can have a CUSTOM_COMPANY_FACTOR, to which an unlimited number of history figures can be assigned to (ie. a company can have multiple governors).

An overview of both positions is given by the following table:

Position name appointment type Responsibilities Precedence Demands Mandates number additional flag
CUSTOM_COMPANY_LEADER master or head elected or succession by heir law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military goals, military strategy 50 2 1 1 is_law_maker
CUSTOM_COMPANY_FACTOR agent, factor, administrator or governor appointed by company leader trade and accounting 200 1 0 -1 none

Both positions have the following flags in common: duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, account_exempt, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver and has_met_market_req.

Also note that in contrast to many other variable positions (of different entities) for the CUSTOM_COMPANY_LEADER both an election based appointment (or succession) and an succesion by heir is possible, but each merchant company will only have an elected leader or a leader (with inheritance).

Raw tokens[edit]

The tokens that manage the creation of positions are SITE_VARIABLE_POSITIONS and VARIABLE_POSITIONS.

SITE_VARIABLE_POSITIONS allows for the creation of lords, hearthpersons, and bosses, and [VARIABLE_POSITIONS] allows creation of Law-makers.