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.

Difference between revisions of "Guild"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Noted that multiple guildhalls can occupy the same area)
m (Noted downside of placing second guildhall zone in same area.)
Line 6: Line 6:
 
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper". <!-- Also observed: "The Autumnal Guild", a Ranger guild with a guildhall named "The Grove of Deer". -->
 
'''Guilds''' are organizations established when sufficient members (10 by default in d_init.txt) of your [[fortress]] practice the same [[profession]], or professions in the same category. Shortly after establishment, the guild will petition for the construction of a [[guildhall]], where its members will socialize and hold [[skill]] demonstrations, slowly training them as if they were a [[military]] [[squad]] under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper". <!-- Also observed: "The Autumnal Guild", a Ranger guild with a guildhall named "The Grove of Deer". -->
  
Guildhalls work similarly to [[barracks]] and [[tavern]]s, 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. There's nothing preventing a second guildhall being defined as a second zone occupying the same area.
+
Guildhalls work similarly to [[barracks]] and [[tavern]]s, 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. There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.
  
 
While a guild is unestablished, it can still hold public skill demonstrations for idlers.  
 
While a guild is unestablished, it can still hold public skill demonstrations for idlers.  

Revision as of 02:28, 29 March 2021

This article is about the current version of DF.
Note that some content may still need to be updated.


Guilds are organizations established when sufficient members (10 by default in d_init.txt) of your fortress practice the same profession, or professions in the same category. Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold skill demonstrations, slowly training them as if they were a military squad under training orders. The name of a guild and its associated guildhall will reflect the profession of the guild. For example "The Guild of Oiling", a Metalsmith guild with a guildhall named "The Cave of Copper".

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. There's nothing preventing a second guildhall being defined as a second zone occupying the same area, though dwarves who can participate in both guildhalls will exclusively use the first placed location on their tile.

While a guild is unestablished, it can still hold public skill demonstrations for idlers.

Typically, a guild for a general profession category, such as fisherdwarves, farmers, or metalsmiths will be founded first, though if enough dwarves of a specific profession such as furnace operator or weaponsmith are in a fortress, a guild for that specific profession will be founded as well as the more general guild. Dwarves with a profession with its own guild and one for the more general category will be members of both guilds.

This is a list of guild halls that you can select when adding a new location (e.g. i -> set a zone -> m -> l -> a -> g -> choose a guild type -> enter)

Miner hall Woodworker hall Carpenter hall Bowyer hall Woodcutter hall Stoneworker hall Engraver hall
Mason hall Ranger hall Animal Caretaker hall Hunter hall Trapper hall Animal Dissector hall Metalsmith hall
Furnace Operator hall Weaponsmith hall Armorer hall Blacksmith hall Metalcrafter hall Jeweler hall Gem Cutter hall
Gem Setter hall Craftsdwarf hall Woodcrafter hall Stonecrafter hall Leatherworker hall Bone Carver hall Weaver hall
Clothier hall Glassmaker hall Potter hall Glazer hall Wax Worker hall Strand Extractor hall Fishery Worker hall
Fisherdwarf hall Fish Dissector hall Fish Cleaner hall Farmer hall Cheese Maker hall Milker hall Cook hall
Thresher hall Miller hall Butcher hall Tanner hall Dyer hall Planter hall Herbalist hall
Brewer hall Soap Maker hall Potash Maker hall Lye Maker hall Wood Burner hall Shearer hall Spinner hall
Presser hall Beekeeper hall Engineer hall Mechanic hall Siege Engineer hall Siege Operator hall Pump Operator hall
Architect hall Doctor hall Diagnoser hall Bone Doctor hall Suturer hall Surgeon hall

Guilds in World Generation

Guilds are formed in world generation, by civilizations that value craftsmanship, such as dwarves and humans. These guilds will have various historical figures take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for religious groups. There are always four possible positions in the generated guilds: A Leader (dean/doyer, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/Record keeper. These positions are not yet available within fortress mode, and thus, guilds made in fortresses don't get them.

D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.

Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.