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Difference between revisions of "Holding"

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=== New foundings ===
 
=== New foundings ===
  
Your parent mountainhome may decide to found a new [[hillock]] near your fortress. The economical triggers for this to happen are the same as the old nobility triggers for old versions. Generic [[biome]] constraints for dwarven hillocks still apply: you need hills or grassland terrain around the fortress for the land to be eligible for a new founding. Furthermore, it must be within a day's travel (about 6 or less tiles). Once the hillock(s) have been founded, you may request migrants from the site through your [[messenger]], or send some of your dwarves out there. Migrants are drawn from the site's population of [[historical figure]]s if any, so they may not be available at first. Dwarves you've expelled are not guaranteed to remain where you've sent them; they become subject to the turmoil of [[world activities]] like anyone else, and may move elsewhere.
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Your parent mountainhome may decide to found a new [[hillock]] near your fortress. The economical triggers for this to happen are the same as the old nobility triggers for old versions. Generic [[biome]] constraints for dwarven hillocks still apply: you need [[hills]] or [[grassland]] terrain around the fortress for the land to be eligible for a new founding. Furthermore, it must be within a day's travel (about 6 or less tiles). Once the hillock(s) have been founded, you may request [[Immigration#migrants]] from the site through your [[messenger]], or send some of your dwarves out there. Migrants are drawn from the site's population of [[historical figure]]s if any, so they may not be available at first. Dwarves you've expelled are not guaranteed to remain where you've sent them; they become subject to the turmoil of [[world activities]] like anyone else, and may move elsewhere.
  
 
=== Economical links ===
 
=== Economical links ===

Revision as of 22:15, 27 January 2019

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

An off-site holding is any site linked to your fortress economically, societally, or militarily. As your fortress grows successful, nearby sites may choose to become economically linked to your fortress, your civilization may found new sites societally linked to your fortress, and your dwarves can embark on missions to occupy and militarily link sites. These holdings may provide tribute, citizens, and prestige to your fortress.

Types of holdings

New foundings

Your parent mountainhome may decide to found a new hillock near your fortress. The economical triggers for this to happen are the same as the old nobility triggers for old versions. Generic biome constraints for dwarven hillocks still apply: you need hills or grassland terrain around the fortress for the land to be eligible for a new founding. Furthermore, it must be within a day's travel (about 6 or less tiles). Once the hillock(s) have been founded, you may request Immigration#migrants from the site through your messenger, or send some of your dwarves out there. Migrants are drawn from the site's population of historical figures if any, so they may not be available at first. Dwarves you've expelled are not guaranteed to remain where you've sent them; they become subject to the turmoil of world activities like anyone else, and may move elsewhere.

Economical links

An existing site may decide to "look to you for its future prosperity" and become part of your holdings on its own. The same rules for new foundings apply there as well.

Conquered sites

If you successfully sent a squad on a mission to conquer a neighbouring site, it will also be incorporated into your holdings. Your conquering forces will remain onsite as administrators and occupiers, though you may call them back the same way you would request workers with your messenger on more peacefully acquired holdings. The site will send tribute to you, in the form of various items and livestock.

Managing your holdings

Holdings and Tribute world map

Holdings can be viewed on the Civilization and World Info screen by pressing h. You can press l for the legend. Each civilization will have its own symbol (Ex: T) surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color. Your tributaries will be a "T" surrounded by gray. Occupied tributaries will be an "O" surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an "E" surrounded by green.

As of v0.44.11, elevation of nobility in your fortress is directly tied to the number of off-site holdings you control.

Worlds
General
Map
Biomes
Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland
Features
Aquifer · Brook · Deep pit · Island · Magma pool · Passage · Road · Tunnel · Volcano · Waterfall
Underground
Civilization
Sites
Camp · Castle · Cave · Dark fortress · Dark pits · Forest retreat · Fort · Fortress · Hamlet · Hillocks · Labyrinth · Lair · Monastery · Mountain halls · Ruins · Shrine · Tomb · Tower · Town · Vault
Structures
Other