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Difference between revisions of "23a:King"

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The '''King''' is the [[dwarf]] named as ruler of the dwarf civilization in the [[civilization]]s screen. When the King arrives, your fortress will be promoted to Mountainhome and capital of that civilization.
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The [[King]]''' is the [[dwarf]] named as ruler of the dwarf civilization in the [[civilization]]s screen. When the King arrives, your fortress will be promoted to Mountainhome and capital of that civilization.
  
 
The king may, in fact, be a '''Queen'''.  She will be referred to as such in text relating to the process of her arrival.
 
The king may, in fact, be a '''Queen'''.  She will be referred to as such in text relating to the process of her arrival.
 +
 +
Unlike most other nobles, the King is a ''historical figure'', having been appointed during world generation. Due to a bug, this results in the king having no [[preference]]s of any sort, so (s)he will never make any "normal" mandates.
  
 
==Requirements==
 
==Requirements==
Once your [[fortress]] becomes the capital of a [[Duke|duchy]], 'The Incoming King' will appear on your nobles screen. You will need to reach a certain architectural [[value]], [[road]] value (whether from paved roads or [[bridge]]s), and [[Trading|offerings]] required (to the dwarven civ's merchants) for the King to arrive. The values needed for each vary from fort to fort, but can be viewed by examining 'The Incoming King' on the nobles screen. Offerings to merchants must actually reach the king: the merchants must make it safely off the map with your offerings.
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Once your [[fortress]] is the home of the [[Duke]], 'The Incoming King' will appear on your nobles screen. You will need to reach a certain architectural [[value]], [[road]] value (whether from paved roads or [[bridge]]s), and [[Trading|offerings]] required (to the dwarven civ's merchants) for the King to arrive. The values needed for each vary from fort to fort, but can be viewed by examining 'The Incoming King' on the nobles screen. Offerings to merchants must actually reach the king: the merchants must make it safely off the map with your offerings.
  
 
Alternately, if you dig far enough to find [[adamantine]], this [[noble]] will make a surprise arrival, dressed as a [[peasant]].  Despite arriving dressed as a peasant, he will make the same room and furniture demands as otherwise.   
 
Alternately, if you dig far enough to find [[adamantine]], this [[noble]] will make a surprise arrival, dressed as a [[peasant]].  Despite arriving dressed as a peasant, he will make the same room and furniture demands as otherwise.   
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==Mandates and Demands==
 
==Mandates and Demands==
The king makes particularly special [[mandate]]s, forcing you to "mine to the yellow line" and eventually uncover the [[eerie glowing pit]]s and discover the [[adamantine]]-lined chasm. Once the adamantine has been reached, the mandates will change, forcing you to mine the adamantine (and/or make adamantine goods), eventually leading to the [[demon]] being released and your fortress being instantly destroyed via the "Too Deep" ending. Failing to satisfy these mandates results in extremely cruel punishment toward your miners - 200{{verify}} days in prison or 100 hammerstrikes.
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The king makes particularly special [[mandate]]s, forcing you to "mine to the yellow line" and eventually uncover the [[eerie glowing pit]]s and discover the [[adamantine]]-lined chasm. Once the adamantine has been reached, the mandates will change, forcing you to "make adamantine goods" (mining out the adamantine in the process), eventually leading to the [[demon]] being released and your fortress being instantly destroyed via the "Too Deep" ending. Failing to satisfy these mandates results in extremely cruel punishment toward your miners - 200{{verify}} days in prison or 100 hammerstrikes.
 
 
Due to a bug (which has persisted to many later versions), the king has no [[preference]]s of any sort; as a result, the king will be incapable of making any other "normal" mandates.
 
  
 
{{nobles}}
 
{{nobles}}

Revision as of 18:18, 27 April 2012

King
Room requirements  
Office Royal Throne Room
Quarters Royal Bedroom
Dining room Royal Dining Room
Tomb Royal Mausoleum
Furniture requirements
Chests 10
Cabinets 5
Weapon racks 5
Armor stands 5
Other
Mandates 5
Demands 10
Arrival conditions
  • Special
Function
This article is about an older version of DF.

The King is the dwarf named as ruler of the dwarf civilization in the civilizations screen. When the King arrives, your fortress will be promoted to Mountainhome and capital of that civilization.

The king may, in fact, be a Queen. She will be referred to as such in text relating to the process of her arrival.

Unlike most other nobles, the King is a historical figure, having been appointed during world generation. Due to a bug, this results in the king having no preferences of any sort, so (s)he will never make any "normal" mandates.

Requirements

Once your fortress is the home of the Duke, 'The Incoming King' will appear on your nobles screen. You will need to reach a certain architectural value, road value (whether from paved roads or bridges), and offerings required (to the dwarven civ's merchants) for the King to arrive. The values needed for each vary from fort to fort, but can be viewed by examining 'The Incoming King' on the nobles screen. Offerings to merchants must actually reach the king: the merchants must make it safely off the map with your offerings.

Alternately, if you dig far enough to find adamantine, this noble will make a surprise arrival, dressed as a peasant. Despite arriving dressed as a peasant, he will make the same room and furniture demands as otherwise.

Arrival

If the king arrives normally (i.e., not from adamantine), he will come with a spouse, some Royal guards, and an advisor.

A king that comes dressed as a peasant will have no entourage, and therefore no advisor and no royal guards.

The arrival of the king makes your fortress the mountainhome. The foremost consequence of this is you will no longer receive a trade liaison from your civilization, so can no longer make special request of them, and you can no longer make offerings to the caravan.

Mandates and Demands

The king makes particularly special mandates, forcing you to "mine to the yellow line" and eventually uncover the eerie glowing pits and discover the adamantine-lined chasm. Once the adamantine has been reached, the mandates will change, forcing you to "make adamantine goods" (mining out the adamantine in the process), eventually leading to the demon being released and your fortress being instantly destroyed via the "Too Deep" ending. Failing to satisfy these mandates results in extremely cruel punishment toward your miners - 200[Verify] days in prison or 100 hammerstrikes.

Economy
Trade
Wealth
Justice
Guilds
Cults
Nobility
Other
Foreign