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Editing Mandate
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Getting the required items from a [[caravan]] will not fulfill a mandate. If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought. Delaying fulfillment of an easily-achieved production mandate may prevent another, worse, mandate from being enacted (for a few months, at least). The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches. You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example "Mandates: Make floodgates (2/3)", where in this example we have produced one floodgate and still need to produce two more. Once you produce the mandated items, the mandate goes away and nothing special happens to the items. They just go into your inventory, so on the not-outside chance the noble actually requests something useful (like armor, a weapon, or furniture) it's not a total waste. Choosing a [[Baron]] with a [[preference]] for useful items can help with this (as discussed below). | Getting the required items from a [[caravan]] will not fulfill a mandate. If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought. Delaying fulfillment of an easily-achieved production mandate may prevent another, worse, mandate from being enacted (for a few months, at least). The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches. You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example "Mandates: Make floodgates (2/3)", where in this example we have produced one floodgate and still need to produce two more. Once you produce the mandated items, the mandate goes away and nothing special happens to the items. They just go into your inventory, so on the not-outside chance the noble actually requests something useful (like armor, a weapon, or furniture) it's not a total waste. Choosing a [[Baron]] with a [[preference]] for useful items can help with this (as discussed below). | ||
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== Export Bans == | == Export Bans == | ||
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* Isn't nauseated, winded, stunned, dizzy, or feverish | * Isn't nauseated, winded, stunned, dizzy, or feverish | ||
* Isn't bleeding | * Isn't bleeding | ||
− | * Has a soul | + | * Has a soul<sup>Bug: By this requirement, no nobles should give mandates</sup> |
* Is a member of your fortress | * Is a member of your fortress | ||
− | It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically. | + | It isn't currently known if exposure to [[cave spider]] venom, which causes permanent mild dizziness, is sufficient to prevent mandates. Other procedurally-generated [[syndrome]]s can cause temporary illnesses, which may also block mandates if applied periodically. |
==Bugs== | ==Bugs== |