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Difference between revisions of "Guild"

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(Denoting an observed guild from my personal game)
(List should be removed, since guilds are not only for individual skills, but for whole work families. Also, there's also settings for temple in the same file. My sincerest apologies for bad English.)
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If a particular profession has sufficient members (11 observed to be enough. 10 is probably the actual requirement.) within your fortress, a guild may be established. Shortly after establishment, the guild will petition for the construction of a [[guildhall]].
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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. Guildhall starts at 2000 (by default) and Grand Guildhall at 10000 zone wealth. Guild with guildhall was observed estabilishing connections with other guilds, but with yet unknown effect.
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While guild is not estabilished, it can hold public skill demonstrations for idlers.
  
  

Revision as of 21:56, 1 February 2020

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

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. Guildhall starts at 2000 (by default) and Grand Guildhall at 10000 zone wealth. Guild with guildhall was observed estabilishing connections with other guilds, but with yet unknown effect.

While guild is not estabilished, it can hold public skill demonstrations for idlers.


The following guilds have been observed to exist:

(This is not currently a comprehensive list.)