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 "v0.31:Stonegears/Nobles"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
Line 27: Line 27:
  
 
Mandates are the thing about nobles that cause the most annoyances for the player, since a mandate being violated is a {{L|justice|crime}}, and if you have the {{L|sheriff|justice system}} set up a dwarf will be singled out as guilty and punished.  However, since ''not'' having the justice system in place has very little down side, most players never bother with it, in which case the a mandate being violated will only result in the noble getting two unhappy {{L|thought}}s, one because the mandate was violated and one because no one was punished.  It's usually possible to give the noble enough compensatory happy thoughts that s/he won't {{L|tantrum}} because of violated mandates.
 
Mandates are the thing about nobles that cause the most annoyances for the player, since a mandate being violated is a {{L|justice|crime}}, and if you have the {{L|sheriff|justice system}} set up a dwarf will be singled out as guilty and punished.  However, since ''not'' having the justice system in place has very little down side, most players never bother with it, in which case the a mandate being violated will only result in the noble getting two unhappy {{L|thought}}s, one because the mandate was violated and one because no one was punished.  It's usually possible to give the noble enough compensatory happy thoughts that s/he won't {{L|tantrum}} because of violated mandates.
 +
 +
===Room jealousy===
 +
Some nobles ({{L|monarch}}, {{L|baron}}, {{L|count}}, {{L|duke}}) will get an unhappy {{L|thought}} if a dwarf of a lower status owns a {{L|room}} which is more valuable than their room of the same type (that is, if a lower status dwarf has a more valuable {{L|dining room}} than their dining room, a more valuable {{L|office}} than their office, etc). This can be an annoyance if you give all of your dwarves high-value bedrooms to make them happier.  One way to deal with it is to make the rooms for the jealous nobles large, and then stuff high value {{L|furniture}} into them until the room becomes more valuable than the rooms of all the lesser dwarves.  The other is to have enough other things giving the nobles happy thoughts that they don't {{L|tantrum}}.
 +
 +
Note that jealous nobles somehow simply ''know'' of the existence of rooms that offend them, even without ever seeing them, so isolating jealous nobles to their own section of the fortress won't keep them from getting unhappy thoughts.
 +
 +
Jealous nobles don't care about communal rooms, so you can safely have an extremely valuable dining room without offending any of them.
  
 
==List of nobles and administrators==
 
==List of nobles and administrators==
  
 
===Expedition leader and mayor===
 
===Expedition leader and mayor===
The {{L|expedition leader}} is the dwarf out of the starting seven dwarves who had the highest combined {{L|social skill}}s.  The job of the expedition leader is to meet with unhappy dwarves to let them vent, and to meet with the dwarven {{L|liaison}} in order to set up a trade agreement.  Also, the expedition leader is need for you to be able to appoint and replace those nobles which can be controlled by the player.
+
The {{L|expedition leader}} is the dwarf out of the starting seven dwarves who had the highest combined {{L|social skill}}s.  The job of the expedition leader is to meet with unhappy dwarves to let them vent, and to meet with the dwarven {{L|liaison}} in order to set up a trade agreement.  Also, the expedition leader is needed for you to be able to appoint and replace those nobles which can be controlled by the player.
  
 
When your fortress reaches a population of 50 the expedition leader becomes the {{L|mayor}}, which is exactly like the expedition leader, except that the mayor has requirements and can make demands and mandates.  Every once in a while there'll be an election, in which the current mayor might be replaced; the winner of the election is decided by by a combination of the number of friends a dwarf has and the total of the dwarf's social skills (meaning that the dwarves with the most free time to hang out with other dwarves often become mayor).  If your mayor changes you have to manually re-assign all of the rooms which fulfill the mayor's requirements, since it's not yet possible to assign rooms to the office of the mayor rather than an individual dwarf.
 
When your fortress reaches a population of 50 the expedition leader becomes the {{L|mayor}}, which is exactly like the expedition leader, except that the mayor has requirements and can make demands and mandates.  Every once in a while there'll be an election, in which the current mayor might be replaced; the winner of the election is decided by by a combination of the number of friends a dwarf has and the total of the dwarf's social skills (meaning that the dwarves with the most free time to hang out with other dwarves often become mayor).  If your mayor changes you have to manually re-assign all of the rooms which fulfill the mayor's requirements, since it's not yet possible to assign rooms to the office of the mayor rather than an individual dwarf.
Line 56: Line 63:
 
===Sheriff and Captain of the Guard===
 
===Sheriff and Captain of the Guard===
 
The {{L|sheriff}} enables the {{L|justice}} system (you probably want to leave this position vacant).  When the fortress is large enough s/he gets promoted to the {{L|Captain of the guard}}.
 
The {{L|sheriff}} enables the {{L|justice}} system (you probably want to leave this position vacant).  When the fortress is large enough s/he gets promoted to the {{L|Captain of the guard}}.
 +
 +
===Militia commander===
 +
The {{L|militia commander}} allows you to have more than one {{L|squad}} in your {{L|military}}.
 +
 +
===Militia captain===
 +
A {{L|militia captain}} is the leader of a {{L|squad}}.  Militia captains are special in that it's the only type of administrator/noble of which you can have more than one.
  
 
===Baron, Count and Duke===
 
===Baron, Count and Duke===
If the dwarven {{L|caravan}} leaves when you have a population of at least 20, have exported at least 10,000{{L|currency|☼}} worth of goods and have at least 100,000☼ of {{L|wealth|created wealth}}, then the next time that the dwarven {{L|liaison}} comes you'll be able to chose one of your dwarves to be elevated to the position of {{L|baron}}; once chosen, the you can't replace the baron with someone else.  While having baron ''should'' let you appoint some other nobles, most importantly the dungeon master, that feature is bugged, so the baron serves no real purpose now.  Note that the baron's spouse will never work again, so if you choose to make a baron choose a dwarf who's spouse doesn't have any important skills.
+
If the dwarven {{L|caravan}} leaves when you have a population of at least 20, have exported at least 10,000{{L|currency|☼}} worth of goods and have at least 100,000☼ of {{L|wealth|created wealth}}, then the next time that the dwarven {{L|liaison}} comes you'll be able to chose one of your dwarves to be elevated to the position of {{L|baron}}; once chosen, the you can't replace the baron with someone else.  While having a baron ''should'' let you appoint some other nobles, most importantly the {{L|dungeon master}}, that feature is bugged, so the baron serves no real purpose now.  Note that the baron's spouse will never work again, so if you choose to make a baron choose a dwarf who's spouse doesn't have any important skills.
  
 
As the amount of exported wealth and created wealth of your fortress increases your baron will promoted to {{L|count}}, and then once again to {{L|duke}}.
 
As the amount of exported wealth and created wealth of your fortress increases your baron will promoted to {{L|count}}, and then once again to {{L|duke}}.
  
 
===Dungeon master===
 
===Dungeon master===
The {{L|dungeon master}} ''should'' let you tame exotic animals at a {{L|kennel}}, but not only does a bug prevent the baron from appointing a dungeon master, but another bug prevents the dungeon master from working even if you get around that bug.  As a workaround you can go to the '''\data\save\<save_folder>\raw\objects''' folder, and for every file starting with '''creature_''' do a mass search/replace of '''PET_EXOTIC''' with '''PET''' (though you have to save and restore your game for this change to take effect).
+
The {{L|dungeon master}} ''should'' let you tame exotic animals at a {{L|kennel}}, but not only does a bug prevent the baron from appointing a dungeon master, but another bug prevents the dungeon master from working even if you get around the first bug.  As a workaround you can go to the '''\data\save\<save_folder>\raw\objects''' folder, and for every file starting with '''creature_''' do a mass search/replace of '''PET_EXOTIC''' with '''PET''' (though you have to save and restore your game for this change to take effect).
  
 
===Monarch===
 
===Monarch===
The {{L|monarch}} (king or queen) will come to your fortress some time after you reach a population of 140, have at least 15,000{{L|currency|☼}} worth of architecture, at least 5,000☼ worth of {{L|road}}s, and have offered at least 5,000☼ worth of goods to the dwarven {{L|caravan}}.  This will change your fortress into the capital of your civilization, and also stop the dwarven {{L|liaison}} from coming.
+
The {{L|monarch}} (king or queen) will come to your fortress some time after you reach a population of 140, have at least 15,000{{L|currency|☼}} worth of architecture, at least 5,000☼ worth of {{L|road}}s, and have offered at least 5,000☼ worth of goods to the dwarven {{L|caravan}}.  This will change your fortress into the capital of your civilization, and also stop the dwarven {{L|liaison}} from coming, meaning that you'll no longer be able to order items for import via trade agreements.

Revision as of 01:50, 15 August 2011

Back to the main tutorial page

Template:Ls include both the types of positions you'd normally consider when you hear the word, like Template:Ls and Template:Ls, and dwarves in administrative roles (like the bookeeper‡ and Template:L). Some nobles can make onerous demands that leads to them having an Template:L.

How nobles work

Listing, appointing and replacing nobles/administrators

You can list nobles via the "nobles and administrators screen" (n). For non VACANT positions the right-hand column will shows [REQUIRE], [DEMAND] and [MANDATE]. If there is no requirement/demand for that position it will be in grey, if there is one that's not met it will be in red, and if there is one which is met is will be in white; the colors for mandates are different and will be dealt with in its own section. Note that if one dwarf holds multiple positions that the sum total of all their requirements/demands/mandates will be listed under ever position they hold.

You can scroll through the list with and , then press Enter to appoint a dwarf for a position which is VACANT, or for filled positions see the dwarf who fills that position. If you, the player, can change who fills a position, the Replace at the bottom of the screen will be white instead of grey, and you can replace the filled position with r. When appointing or replacing a noble you are presented with a list of all your eligible adult dwarves (scroll with and ), with the most qualified for the position list at the top. When a dwarf is highlighted his/her Template:L at the Template:Ls relevant to the position will be listed. When a dwarf is selected hit Enter to appoint that dwarf as the noble for the position, or Esc to cancel.

Requirements

A requirement is a need(s) for certain types of Template:Ls (Template:Ls, Template:Ls, Template:Ls and Template:Ls) of a minimum level of Template:L, plus certain amounts of various types of Template:L. You can meet a noble's needs for a room by assigning a relevant room to the noble, and meet the need for furniture by installing the furniture into any of the rooms the noble owns. You can meet the need for certain quality levels by increasing the value of the room in question. You can increase the room's value by placing valuable furniture in it (something which Template:Ls are good for, especially Template:L statues), Template:L and Template:L the room, making the room larger when you first dig it out, and by placing the room in an area where the Template:L and Template:Ls are of a highly valuable material (like a mined-out Template:L cluster).

For most nobles a requirement not being met merely gives them unhappy Template:Ls, though if it goes on for long enough it can lead to a Template:L. For the bookeeper‡ and manager‡ not having an Template:L prevents them from working, but doesn't give them an unhappy thought (and the manager doesn't even need an office until your fortress has a population of at least 20).

Demands

A Template:L is an order by a noble to have a specific type of furniture installed in a specific one of their rooms. If a demand is met soon enough it will generate a happy Template:L. If it isn't met soon enough it will generate an unhappy thought, the noble will forget about it, and then later come up with a new demand.

Mandate

A Template:L is an order by a noble to either produce a certain type of item or a ban on selling a certain type of item to any Template:L. The color of the [MANDATE] on the nobles screen is interpreted as follows:

  • Olive means an item production order with more than half a game year left to fulfill.
  • Yellow means an item production order with a few seasons left to fulfill
  • Red means an item production order which is almost expired.
  • White means an export ban.

Mandates are the thing about nobles that cause the most annoyances for the player, since a mandate being violated is a Template:L, and if you have the Template:L set up a dwarf will be singled out as guilty and punished. However, since not having the justice system in place has very little down side, most players never bother with it, in which case the a mandate being violated will only result in the noble getting two unhappy Template:Ls, one because the mandate was violated and one because no one was punished. It's usually possible to give the noble enough compensatory happy thoughts that s/he won't Template:L because of violated mandates.

Room jealousy

Some nobles (Template:L, Template:L, Template:L, Template:L) will get an unhappy Template:L if a dwarf of a lower status owns a Template:L which is more valuable than their room of the same type (that is, if a lower status dwarf has a more valuable Template:L than their dining room, a more valuable Template:L than their office, etc). This can be an annoyance if you give all of your dwarves high-value bedrooms to make them happier. One way to deal with it is to make the rooms for the jealous nobles large, and then stuff high value Template:L into them until the room becomes more valuable than the rooms of all the lesser dwarves. The other is to have enough other things giving the nobles happy thoughts that they don't Template:L.

Note that jealous nobles somehow simply know of the existence of rooms that offend them, even without ever seeing them, so isolating jealous nobles to their own section of the fortress won't keep them from getting unhappy thoughts.

Jealous nobles don't care about communal rooms, so you can safely have an extremely valuable dining room without offending any of them.

List of nobles and administrators

Expedition leader and mayor

The Template:L is the dwarf out of the starting seven dwarves who had the highest combined Template:Ls. The job of the expedition leader is to meet with unhappy dwarves to let them vent, and to meet with the dwarven Template:L in order to set up a trade agreement. Also, the expedition leader is needed for you to be able to appoint and replace those nobles which can be controlled by the player.

When your fortress reaches a population of 50 the expedition leader becomes the Template:L, which is exactly like the expedition leader, except that the mayor has requirements and can make demands and mandates. Every once in a while there'll be an election, in which the current mayor might be replaced; the winner of the election is decided by by a combination of the number of friends a dwarf has and the total of the dwarf's social skills (meaning that the dwarves with the most free time to hang out with other dwarves often become mayor). If your mayor changes you have to manually re-assign all of the rooms which fulfill the mayor's requirements, since it's not yet possible to assign rooms to the office of the mayor rather than an individual dwarf.

Because of a bug it's possible for you to manually replace the expedition leader or mayor with another dwarf via the nobles screen.

Bookkeeper

The bookeeper‡ can be used to increase the precision of your stockpile records, which lets you get more use out of the stocks screen and gives more accurate counts of your available supplies. The bookkeeper needs an Template:L to work in. There is no Template:L associated with bookkeeping, since being appointed to the position is enough to make the dwarf do the job.

Manager

The manager‡ is needed to be able to access the job order manager function of the game, and also must individually validate all work orders once the fortress population reaches 20. The manager needs an Template:L to work in once the fortress population reaches 20. There is no Template:L associated with managing, since being appointed to the position is enough to make the dwarf do the job.

Broker

The Template:L has two purposes:

  1. If the broker is at least a Template:L at the Template:L skill, then examining items will show their Template:L, and the status screen‡ will show a summary of your fortress's wealth.
  2. The broker will do the Template:L with Template:Ls. The most important skill for this job is Template:L, which lets you tell if the caravan merchants are pleased or displeased with trading. The other Template:Ls probably let you make better deals.

The broker needs no Template:L and has no associated Template:L.

Chief medical dwarf

The Template:L is needed to enable the Template:L. The chief medical dwarf needs no office, but does need to have the Template:L labor turned on.

Sheriff and Captain of the Guard

The Template:L enables the Template:L system (you probably want to leave this position vacant). When the fortress is large enough s/he gets promoted to the Template:L.

Militia commander

The Template:L allows you to have more than one Template:L in your Template:L.

Militia captain

A Template:L is the leader of a Template:L. Militia captains are special in that it's the only type of administrator/noble of which you can have more than one.

Baron, Count and Duke

If the dwarven Template:L leaves when you have a population of at least 20, have exported at least 10,000Template:L worth of goods and have at least 100,000☼ of Template:L, then the next time that the dwarven Template:L comes you'll be able to chose one of your dwarves to be elevated to the position of Template:L; once chosen, the you can't replace the baron with someone else. While having a baron should let you appoint some other nobles, most importantly the Template:L, that feature is bugged, so the baron serves no real purpose now. Note that the baron's spouse will never work again, so if you choose to make a baron choose a dwarf who's spouse doesn't have any important skills.

As the amount of exported wealth and created wealth of your fortress increases your baron will promoted to Template:L, and then once again to Template:L.

Dungeon master

The Template:L should let you tame exotic animals at a Template:L, but not only does a bug prevent the baron from appointing a dungeon master, but another bug prevents the dungeon master from working even if you get around the first bug. As a workaround you can go to the \data\save\<save_folder>\raw\objects folder, and for every file starting with creature_ do a mass search/replace of PET_EXOTIC with PET (though you have to save and restore your game for this change to take effect).

Monarch

The Template:L (king or queen) will come to your fortress some time after you reach a population of 140, have at least 15,000Template:L worth of architecture, at least 5,000☼ worth of Template:Ls, and have offered at least 5,000☼ worth of goods to the dwarven Template:L. This will change your fortress into the capital of your civilization, and also stop the dwarven Template:L from coming, meaning that you'll no longer be able to order items for import via trade agreements.