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''Main article:'' [[Advanced Entity Position Mechanics]]
 
''Main article:'' [[Advanced Entity Position Mechanics]]
  
There are two basic kinds of nobles: civ-level and site-level.  Positions with the [[Position_token#Site|[SITE]]] tag are site-level, those without it are civ-level.  These types of nobles can be regarded as completely separate systems; with the lone exception of [[Position_token#LAND_HOLDER|[LAND_HOLDER]]] related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.
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There are two basic kinds of nobles: civ-level and site-level.  Positions with the [[Position_token#Site|[SITE]]] tag are site-level, those without it are civ-level.  These types of nobles can be regarded as completely separate systems; with the lone exception of [[Position_token#LAND_HOLDER|LAND_HOLDER]] related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.
  
Outside of Fortress mode, the game will always attempt to assign nobles whenever possible (except for those with [[Position_token#NUMBER|[NUMBER:AS_NEEDED]]]).  So the rules for when nobles appear are controlled by the tags which limit them.
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Outside of fort mode, the game will always attempt to assign nobles whenever possible (except for those with NUMBER:AS_NEEDED).  So the rules for when nobles appear are controlled by the tags which limit them.
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Nobles with [[Position_token#APPOINTED_BY|[APPOINTED_BY:position]]] require a noble of the designated position.
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Nobles with [[Position_token#REQUIRES_POPULATION|[REQUIRES_POPULATION]]] require the population to have a specific size.
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Nobles with [[Position_token#APPOINTED_BY|[REQUIRES_MARKET]]] will only appear in "large" sites (which may have different rules for different site types).  This tag has no effect in fort mode.
  
* Nobles with [[Position_token#APPOINTED_BY|[APPOINTED_BY:position]]] require a noble of the designated position.
 
* Nobles with [[Position_token#REQUIRES_POPULATION|[REQUIRES_POPULATION]]] require the population to have a specific size.
 
* Nobles with [[Position_token#APPOINTED_BY|[REQUIRES_MARKET]]] will only appear in "large" sites (which may have different rules for different site types).  This tag has no effect in Fortress mode.
 
  
 
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.
 
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.
A position that requires a certain population will not appear in fort mode unless it has [[Position_token#SUCCESSION|[APPOINTED_BY]]] or [[Position_token#ELECTED|[ELECTED]]], probably due to a bug.  In worldgen, there is no functional difference between [[Position_token#ELECTED|[ELECTED]]] and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.
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A position that requires a certain population will not appear in fort mode unless it has [[Position_token#SUCCESSION|APPOINTED_BY]]] or [[Position_token#ELECTED|ELECTED]]], probably due to a bug.  In worldgen, there is no functional difference between [[Position_token#ELECTED|[ELECTED]]] and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.
 
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [[Position_token#SUCCESSION|[SUCCESSION]]] tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.
 
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [[Position_token#SUCCESSION|[SUCCESSION]]] tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.
 
It is possible to assign multiple levels of [[Position_token#SUCCESSION|[SUCCESSION:BY_POSITION]]], creating a line of positions where the death of one causes all those "below" them to advance.
 
It is possible to assign multiple levels of [[Position_token#SUCCESSION|[SUCCESSION:BY_POSITION]]], creating a line of positions where the death of one causes all those "below" them to advance.
  
[[Position_token#REPLACED_BY|[REPLACED_BY:position]]] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.
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[REPLACED_BY:position] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.
  
 
These rules are followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with [[Position_token#MILITARY_GOALS|MILITARY_GOALS]] after reaching a particular size, that site will not send armies on missions until the required size is reached.
 
These rules are followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with [[Position_token#MILITARY_GOALS|MILITARY_GOALS]] after reaching a particular size, that site will not send armies on missions until the required size is reached.
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There are five tokens governing which positions appear in your fortress - [[Position_token#LAND_HOLDER|[LAND_HOLDER]]], [[Position_token#REQUIRES_POPULATION|[REQUIRES_POPULATION]]], [[Position_token#APPOINTED_BY|[APPOINTED_BY]]], [[Position_token#ELECTED|[ELECTED]]], and [[Position_token#REPLACED_BY|[REPLACED_BY]]]. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.
 
There are five tokens governing which positions appear in your fortress - [[Position_token#LAND_HOLDER|[LAND_HOLDER]]], [[Position_token#REQUIRES_POPULATION|[REQUIRES_POPULATION]]], [[Position_token#APPOINTED_BY|[APPOINTED_BY]]], [[Position_token#ELECTED|[ELECTED]]], and [[Position_token#REPLACED_BY|[REPLACED_BY]]]. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.
  
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =< 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [LAND_HOLDER] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is [REPLACED_BY] it. A non-[LAND_HOLDER] position that is [REPLACED_BY] a [LAND_HOLDER] position will never appear. With this list compiled, the game culls all positions that are [REPLACED_BY] another eligible position, and then culls all positions that have the [APPOINTED_BY] token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.
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When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =< 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [[Position_token#LAND_HOLDER|[LAND_HOLDER]]] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. A non-LAND_HOLDER position that is REPLACED_BY a [[Position_token#LAND_HOLDER|[LAND_HOLDER]]] position will never appear. With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.
  
Positions do not automatically appear when you reach their requirements. For example, if you remove the [ELECTED] token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be [APPOINTED_BY] another position or [ELECTED].
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Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.
  
Naturally, this is more complicated than it looks. [APPOINTED_BY] positions must be appointed by another position already in your fortress, or a civ-level position. Only [LAND_HOLDER] positions may be appointed by civ-level positions. [LAND_HOLDER] positions that are [APPOINTED_BY] civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.
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Naturally, this is more complicated than it looks. APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions. [[Position_token#LAND_HOLDER|[LAND_HOLDER]]] positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.
{{old|v=50.01}}
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If a fortress meets the [LAND_HOLDER_TRIGGER] for a new [LAND_HOLDER] tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that [LAND_HOLDER] level. Each time they appear, the outpost liaison will only promote your fortress one tier up the [LAND_HOLDER] track. The biggest problem with this system is that you may set your [LAND_HOLDER_TRIGGERS] such that you are eligible for the first tier of [LAND_HOLDER] positions at embark. If you are eligible for the first tier of [LAND_HOLDER] positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.
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If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. Each time they appear, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track. The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.
  
 
==Bugs==
 
==Bugs==

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