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	<updated>2026-04-15T09:06:28Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=315550</id>
		<title>World activities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_activities&amp;diff=315550"/>
		<updated>2026-03-18T13:31:44Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Notes */ Added note. Everybody feel free to verify for him/herself (and consider opening a bug-report).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
After [[world generation]], game worlds continue to develop and advance while time passes in-game, simulating off-screen various activities in the world outside of the player's influence and without their direct input, referred to as &amp;quot;world activation&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
World activation happens when you start a new [[Fortress mode|fortress]] or [[Adventure mode|adventure]] mode game, during the two weeks that pass in the [[calendar]] when you begin. Otherwise, it happens as [[time]] passes as you play at normal fortress/adventurer speed. You can play many games of [[Fortress mode|fortress]] and/or [[Adventure mode|adventure]] mode in the same world, each building up its history.&lt;br /&gt;
&lt;br /&gt;
==Types of activities==&lt;br /&gt;
Types of activities that are simulated during world activation:&lt;br /&gt;
&lt;br /&gt;
===Succession===&lt;br /&gt;
[[Historical figure]]s can get married, have children, do their various jobs, and die. All of their children can do the same, as they are also historical figures.&lt;br /&gt;
&lt;br /&gt;
The various positions of [[nobles]] will either be inherited by another historical figure, or assigned to a new historical figure by the parent civilization when the position is [[Fun|vacated]] or they have an [[unfortunate accident]].&lt;br /&gt;
Conflicts over succession and illegitimate site ownership can emerge, and armed usurpations and insurrections can take place.&lt;br /&gt;
&lt;br /&gt;
===Site changes===&lt;br /&gt;
[[Image:Legends_artifact_symbol_v50.07_01.png|800px|thumb|A legendary sword being made a symbol during world generation]]&lt;br /&gt;
Existing NPC [[site]]s are conquered, liberated, defended, destroyed, reclaimed and new sites are created[http://www.bay12forums.com/smf//index.php?topic=140544.msg6843526#msg6843526] while playing. Bandits will loot villages, armies will conquer cities, and forgotten beasts will ransack fortresses. Abandoned dwarven fortresses can be reclaimed by the player later.&lt;br /&gt;
&lt;br /&gt;
As the player can do in [[fortress mode]], during [[world generation]] and [[world activities]]),{{verify}} certain [[item]]s, usually (always?){{verify}} [[artifact]]s, can also be chosen as the symbol of a [[army|group]]'s administrative position.&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
Consequently, all kinds of creatures and groups travel around on the world map. However, others teleport. No, really.&lt;br /&gt;
&lt;br /&gt;
The following groups teleport:&lt;br /&gt;
&lt;br /&gt;
* [[Caravan]]s&lt;br /&gt;
* [[Diplomat]]s&lt;br /&gt;
* [[Migrant]]s&lt;br /&gt;
* [[Megabeast|The]] [[Semi-megabeast|various]] [[Forgotten beast|beasts]]&lt;br /&gt;
&lt;br /&gt;
The rest physically travel on the map, including:&lt;br /&gt;
&lt;br /&gt;
* [[Bandit]]s&lt;br /&gt;
* [[Refugee]]s&lt;br /&gt;
* [[Scholar]]s &lt;br /&gt;
* [[Thief|Thieves]]&lt;br /&gt;
* [[Quester]]s&lt;br /&gt;
* [[Religion|Religious]] professions such as [[prophet]]s, [[monk]]s or [[pilgrim]]s&lt;br /&gt;
* [[Army|Armies]] like siegers or other invaders&lt;br /&gt;
&lt;br /&gt;
[[File:Df goblins distracted by elves.png|thumb|Screenshot showing Goblin civs prioritizing conquering the Elves down south above attacking the player fort (here highlighted with a yellow 'A' due to the rumour of artifacts.) ASCII mode.]]&lt;br /&gt;
&lt;br /&gt;
[[Army|Armies]] move around the map while playing for various reasons, including site invasion (not just to the player site), harassment, searching for work, reclamation of sites and more. As invaders need to actually travel the world map to get to your site, embarking close to a site of potential invaders increases the chances of an invasion. Other factors that influence the probability of an invasion are the &amp;quot;effective&amp;quot; population of said site{{verify}}, in other words, how many soldiers the site can spare to attack you. While a site may have a high population, it may be occupied with other, more important campaigns than the player's site.&lt;br /&gt;
&lt;br /&gt;
The asterisks {{DFtext|*}} on the fast [[travel map]] in adventure mode are creatures and armies moving around on the world map.&lt;br /&gt;
&lt;br /&gt;
===Non-player adventurers===&lt;br /&gt;
[[Quester|Non-player adventurers]] will group up in parties and wander around, or adventure alone. They will also go on [[quest]]s to retrieve [[artifact]]s in play, which they receive from [[historical figure]]s that are in power, for example, a lord or noble from another site. For fortress mode, this manifests as [[visitor]]s coming to your fort and requesting you hand over artifacts. If you say no to them, they may try to steal it from you, or outright attack your fort. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, this is more subtle: non-player adventurers can be found who are looking for artifacts, and may compete with you when you are trying to get artifacts, if they happen to be looking for the same artifact. If you are holding the artifact they seek (even if you are hiding it in your backpack), they will try to mug you (like [[bandit]]s) and may also attack you, follow you around, or vocally demand that you give them the artifact.&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
{{DFtext|Greetings from the mountainhomes. Let's discuss our situation.|7:1}}&lt;br /&gt;
&lt;br /&gt;
In an active fortress session, the player will get information about current events through the [[liaison]]. During the [[meeting]], communication of this information is implied. The actual information will appear on the [[Civilization and World Info]] screen, under the &amp;quot;News and rumors&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
== Notes == &lt;br /&gt;
* In older versions, any world activity stopped after [[world generation]] finished. This is no longer the case since v0.40.01 and the changing of this is what is usually referred to as &amp;quot;world activation&amp;quot;.  &amp;quot;Restarting&amp;quot; [[world generation]] is not planned.&lt;br /&gt;
&lt;br /&gt;
* Currently when new sites are founded during fortress mode by other civilizations, ie. forest retreats, hamlets/towns, dark pits or hillocks, then the civ_id (and cur_owner_id) is not set properly (for the created site), which can potentially lead to problems. Also the cur_owner_id of a site is usually not updated, if another civilization takes over a site in fortress mode. Furthermore, in such cases, the flag &amp;quot;dead&amp;quot; (in the property &amp;quot;flags&amp;quot; of the entity) of the previous site government is not set to true. In such cases it can also happen, that a historical figure, who is created on-the-fly, to be the FORCED_ADMINISTRATOR is not associated with any entity (eg. not belonging to any group) at all (despite being the forced administrator of the new government) and the historical figure can - in that case - ie. lack skills (info.skills is nil for that particular historical figure). In case of a destroyed site getting reclaimed by any civilization then the cur_owner_id will still be set to -1 after successfully reclaiming a site (as destroying a site does set the cur_owner_id to -1). Furthermore in case of new founded sites no entity-site link to the civilization might get created (and vice-versa, eg. the site does not get an entry under entity_links pointing to the new civ and the civ does not get an entry in site_links to the site). None of the above (except a forced administrator not associated with any group) can be seen without using tools like dfhack (ie. as legends and the game usually do not display these things, only the possible side-effects can be experienced in-game).&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Legends mode}}&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=315520</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=315520"/>
		<updated>2026-03-16T21:06:24Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
Position tokens define [[noble]] positions for civilizations and site governments, inside [[entity token]]s. In the vanilla game, position token definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_entities\objects\entity_default.txt&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
A position is defined with a position 'code', as an argument in the [POSITION]-tag. The same code may be used multiple times, they don't have to be unique. This code is used as reference by APPOINTED_BY, SUCCESSION:BY_POSITION, REPLACE_BY and COMMANDER. 'MONARCH' is an example of this code.&lt;br /&gt;
&lt;br /&gt;
==Position tokens==&lt;br /&gt;
These tokens belong in an entity definition, applying to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNT_EXEMPT}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the [[Dwarven economy|economy]]. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CLASS}}&lt;br /&gt;
| {{token|CREATURE_CLASS|creature}} token&lt;br /&gt;
| rowspan=2 | ALLOWED_CLASS: Only creatures with the specified [CREATURE_CLASS] token may be appointed to this position. Multiple entries are allowed. &amp;lt;/br&amp;gt; ALLOWED_CREATURE: Restricts the position to the specified creature and caste. Multiple entries are allowed. &amp;lt;/br&amp;gt; These tokens only apply within the entity’s own race (including its castes). &lt;br /&gt;
In world generation, they limit which units may be assigned to the position, but they do not prevent other creature types from acquiring the position through alternative means (for example, via a coup).&lt;br /&gt;
In fortress mode, these tokens are enforced during manual appointment and succession.&lt;br /&gt;
During world generation, if all allowed castes have a POP_RATIO of 0, a unit of an allowed caste will still be generated to fill the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPOINTED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen for the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff, and interferes with fort mode titles. Multiple entries are allowed. If you have neither an ELECTED-token nor a APPOINTED_BY-token, the holder may always be changed (like the expedition leader).&lt;br /&gt;
''Read more: [[Advanced_Entity_Position_Mechanics#Appointment]]''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRAG_ON_KILL}}&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills a member of this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAT_WORTHY}}&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations, an NPC may mention this position holder living there or having done some deed there; it also means that the position exists in world-gen, rather than being created only at the end of world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| [[Color]]&lt;br /&gt;
| Creatures of this position will have this [[Color]], instead of their profession color, e.g. [COLOR:5:0:1]. It is also applied to the name of the citizen in the units-screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMANDER}}&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work. Multiple entries are allowed.&lt;br /&gt;
''Read more: [[Army]]''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONQUERED_SITE}}&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler, left behind in a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands the position can make of the population at one time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| string. Readable up to 470 characters in the nobles' screen.&lt;br /&gt;
| description of this position in the nobles screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DETERMINES_COIN_DESIGN}}&lt;br /&gt;
| &lt;br /&gt;
| The site's (or civ's) minted [[coin]]s, if any, will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DO_NOT_CULL}}&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DUTY_BOUND}}&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode. They also don't settle anywhere else but in the capital, and will not [[immigration|emigrate]] from their site. If they are not DUTY_BOUND, they will live anywhere as they like.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTED}}&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position for site-level positions at the player's fort. For responsibilities or positions that use more than one skill, no skill takes priority in electing a creature: an accomplished comedian is more qualified for the TRADE responsibility than a skilled appraiser. A creature may be elected to multiple positions at the same time. Contrast [APPOINTED_BY].&lt;br /&gt;
''More info: [[Elections]]''&lt;br /&gt;
''Read more: [[Advanced_Entity_Position_Mechanics#Elections]]''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTION_SKILL}}&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory sub-tag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for their work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPORTED_IN_LEGENDS}}&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLASHES}}&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENDER}} &lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by the specified gender. Currently bugged {{bug|2714}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_QUEST}}&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER}}&lt;br /&gt;
| importance tier (1-10)&lt;br /&gt;
| This is an alternative to SITE, allowing positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in [[Difficulty#Land_holder|land holder difficulty]] [[settings]]. The character is tied permanently to a particular site, but also operates at the civ-level.&lt;br /&gt;
''Read more: [[Advanced_Entity_Position_Mechanics#land holders]]''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_NAME}}&lt;br /&gt;
| string. Readable up to 21 characters in the nobles' screen.&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]. If the position is not a [[LAND_HOLDER]], the land_name is still displayed left of the position in the nobles menu.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder cannot be assigned labors. It only works for [SITE]-positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION_SPOUSE}}&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either - see above.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_SCREEN_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| This position cannot be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter. Currently nonfunctional{{bug|8965}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural. Readable up to 21 characters in the nobles' screen and up to 30 in the unit list.&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_MALE}}&lt;br /&gt;
| singular:plural. Readable up to 21 characters in the nobles' screen and up to 30 in the unit list.&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_FEMALE}}&lt;br /&gt;
| singular:plural. Readable up to 21 characters in the nobles' screen and up to 30 in the unit list.&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation. AS_NEEDED applies mainly to positions involved with the military command chain; this is used to allow armies to expand to whatever size they need to be. Other non-military positions like the land_holders or the [[messenger]] with NUMBER:AS_NEEDED will also be appointed. &lt;br /&gt;
The problem with [[Lieutenant]]s and [[Captain]]s not being created, is their AS_NEEDED number. They are only then created when they're needed, and that has some pretty unusual conditions. When a fixed number is used, they are appointed with the creation of the civ. &lt;br /&gt;
If the NUMBER is set at a fixed value higher than 1, the position is always filled up full. If the position is available on embark, it is completely filled up with only the first dwarf. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRECEDENCE}}&lt;br /&gt;
| number (0-30000)/NONE&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
 &lt;br /&gt;
The game marks the first non-[SITE] position with [PRECEDENCE:1] as the ruler, for both embark screen and mountainhome purposes. When it is empty, [REPLACED_BY] another position, or not yet created because of [REQUIRES_POPULATION], the screen just says 'None' as the holders' name. &lt;br /&gt;
&lt;br /&gt;
Landholders can become the ruler, if they are the first defined position with precedence of 1. civ-position can also be created without precedence. Positions may have the same precedence and will be appointed, although the effect is unknown. Precedence has no effect on who's doing the job, if both positions have the same responsibilities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Currently nonfunctional.{{bug|4589}}{{verify|seems to prevent punishment when they are convicted of actual crime}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUEST_GIVER}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position. Multiple entries are allowed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type. Multiple entries are allowed. It doesn't seem to work in world-gen. When checking Legends mode, units are seen assigned this position regardless of their creature-type or caste. It does work in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REPLACED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR]. Only a single entry is allowed. &lt;br /&gt;
&lt;br /&gt;
It can work with both [REQUIRES_POPULATION] and [REQUIRES_MARKET].&lt;br /&gt;
 &lt;br /&gt;
The tag differs in function for landholders, see [[Advanced_entity_position_mechanics]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BEDROOM}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BOXES}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_CABINETS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_DINING}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_OFFICE}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_RACKS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_STANDS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_TOMB}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_MARKET}}&lt;br /&gt;
| &lt;br /&gt;
| Does not have anything directly to do with [[trade depot|trade depots]].  It means that in minor sites (such as hillocks) the position will not appear, while in major sites (such as dwarf fortresses) it will. Depending on its economical position in the region, a [[hamlet]] may build a market and develop into a [[Town]] eventually. That is when this position becomes available. It only works in combination with the [SITE]-token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_POPULATION}}&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available, or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESPONSIBILITY}}&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments. A position does not need to have a responsibility.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RULES_FROM_LOCATION}}&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, such as a human castle/mead hall, the position holder will always be found at that particular location. Does nothing for dwarven nobles, because at present, dwarves have no such special locations. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE}}&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLEEP_PRETENSION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL_BURIAL}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a [[mummy]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE}}&lt;br /&gt;
| singular:plural. Readable up to 30 characters in the unit list.&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_FEMALE}}&lt;br /&gt;
| singular:plural. Readable up to 30 characters in the unit list.&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_MALE}}&lt;br /&gt;
| singular:plural. Readable up to 30 characters in the unit list.&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SQUAD}}&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves using the [[leader]] and [[military tactics]] skills. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer. This token is used together with [RESPONSIBILITY:LAW_ENFORCEMENT] for giving [[quest]]s to adventurers as [[Hearthperson|hearthpeople]]. Further details: [[Advanced_entity_position_mechanics#Military]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.  See [[Noble]] for more information on how succession is handled in the game. &lt;br /&gt;
The SUCCESSION-Tag is also considered when a new positions opens up, for example when a required population number is reached. If a valid successor is available, they will be the one taking that position initially, without appointment or election.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNTING}}&lt;br /&gt;
| Found on [[bookkeeper]]. Position will use [[record keeper]] skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVISE_LEADERS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_ENEMIES}}&lt;br /&gt;
| Found on elven [[ranger captain]] and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILD_MORALE}}&lt;br /&gt;
| Found on [[champion]]. Citizens get a special thought for &amp;quot;talking to a pillar of society&amp;quot; when speaking to this noble.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDING_SAFETY}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLLECT_TAXES}}&lt;br /&gt;
| Currently unused - was originally assigned to the tax collector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONSTRUCTION_PERMITS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DELIVER_MESSAGES}}&lt;br /&gt;
| Found on [[messenger]]. Position travels to other sites and uses [[social skill]]s.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_MANIFESTS}}&lt;br /&gt;
| Currently unused - was originally assigned to the arsenal dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESCORT_TAX_COLLECTOR}}&lt;br /&gt;
| Currently unused - was originally assigned to the Royal Guards (squad members beneath the Hammerer).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESPIONAGE}}&lt;br /&gt;
| Found on [[dungeon master]] and the [[Elf|elven]] [[General|princess]] and uses the [[schemer]] skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESTABLISH_COLONY_TRADE_AGREEMENTS}}&lt;br /&gt;
| Found on [[outpost liaison]]. Position travels with the caravan and uses [[social skill]]s to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote {{token|LAND_HOLDER|e}} positions. Also reports recent news. Presumably has no effect at site level. Crucially, it does not visit foreign settlements, but the civ-level TRADE position does the exact same thing in its position. They arrive the same time as the caravan arrives, and this can thus be modded by setting {{token|ACTIVE_SEASON|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTIONS}}&lt;br /&gt;
| Found on [[hammerer]]. Position executes death penalty judgements with a weapon of the appropriate skill. Cannot be combined with LAW_ENFORCEMENT, resulting in the &amp;quot;Invalid Officer&amp;quot;-error.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIRE_SAFETY}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FOOD_SUPPLY}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEALTH_MANAGEMENT}}&lt;br /&gt;
| Found on [[chief medical dwarf]]. Position will use [[diagnostician]] skill to evaluate [[wounds]] and schedule [[Health care|treatment]], reported in each citizen's Health tab.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JUDGE}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCEMENT}}&lt;br /&gt;
| Found on [[sheriff]]/[[captain of the guard]]. Position and its subordinates are in charge of punishing criminals. A {{token|SITE|position}} position holding this responsibility plus the {{token|SQUAD|position}} token (or allowing the entity to have a {{token|SITE_VARIABLE_POSITIONS|e}} with this responsibility) is required for an adventurer from a given civilization to start as a [[hearthperson]], [[Captain of the guard|fortress guard]], etc. Cannot be combined with EXECUTIONS, resulting in the &amp;quot;Invalid Officer&amp;quot;-error.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_MAKING}}&lt;br /&gt;
| Found on [[monarch]]s and [[:Category:Aristocrats|nobles]]. Will be referred to as the leader of the site in adventure mode and they may designate the site as being the capital city for civ-level positions. This position is in charge of creating procedural positions, corresponding to either {{token|VARIABLE_POSITIONS|e}} or {{token|SITE_VARIABLE_POSITIONS|e}}. Position-holders that have attained [[immortality]] may issue oppressive edicts to protect themselves against suspicion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_BRIDGES}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_ROADS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_SEWERS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAINTAIN_TUNNELS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_INTRODUCTIONS}}&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_PEACE_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TOPIC_AGREEMENTS}}&lt;br /&gt;
| Found on [[diplomat]]. Position negotiates special agreements, such as tree cutting quotas. Used when elevating a settlement in the {{token|LAND_HOLDER|position}} chain up from level 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_ANIMALS}}&lt;br /&gt;
| Found on [[dungeon master]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_LEADER_HOUSEHOLD_CLEANLINESS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_LEADER_HOUSEHOLD_DRINKS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_LEADER_HOUSEHOLD_FOOD}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_PRODUCTION}}&lt;br /&gt;
| Found on [[manager]]. Position enables the use of workshop profiles and uses the [[organizer]] skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEET_WORKERS}}&lt;br /&gt;
| Found on [[expedition leader]]/[[mayor]]. Position uses the various [[social skill]]s to hold meetings with unhappy citizens and try to pacify them with happy thoughts. In adventure mode, [SITE] positions with this responsibility handle petitions to make the player a performer for the local government.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_GOALS}}&lt;br /&gt;
| Found on [[monarch]]/[[:Category:Aristocrats|landholder]]/[[:Category:Elected Nobles|leaders]]. Character is in charge of going to war and making peace for the government they work for. Without a position with this responsibility at civ level the civilization will not be able to make peace and its sites will wage war on each other constantly, and as a result, all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for [[kobold]]s, presumably due to the {{token|SKULKING|e}}. If no position has this responsibility in fortress mode, players are unable to start [[missions]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_STRATEGY}}&lt;br /&gt;
| Found on [[general]]/[[militia commander]]. Means that they will command the armies of their site or civilization. Issues the orders for the teams conducting raids or other operations away from the fortress. During worldgen, positions (of a civilization) will go on expeditions to tame exotic creatures (but this only yields a pet, not any training knowledge, and only of a race, for which the civilization has already some training knowledge). Counterintuitively not by the TAME_EXOTICS-position. The destinations of these expeditions are determined by the entities USE_(...)_ANIMALS-tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OVERSEE_LEADER_HOUSEHOLD}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATROL_TERRITORY}}&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREPARE_LEADER_MEALS}}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECEIVE_DIPLOMATS}}&lt;br /&gt;
| Found on [[monarch]]/[[:Category:Aristocrats|landholder]]/[[:Category:Elected Nobles|leaders]]. Position uses the various social skills to hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| Found on elven [[druid]] and uses [[social skill]]s. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SORT_AMMUNITION}}&lt;br /&gt;
| Currently unused - was originally assigned to the arsenal dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAME_EXOTICS}}&lt;br /&gt;
| Position will tame animals with the {{token|PET_EXOTIC}} token. Currently unused - was originally assigned to the dungeon master. Expeditions to tame exotic creatures will be done by the MILITARY_STRATEGY-position&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE}}&lt;br /&gt;
| Found on [[broker]]. Position will use Appraisal skill to display value estimates and the various Social skills to trade at the depot. When applied to other civilizations, this position will arrive with the caravan to make trade agreements (like the Human Guild Representative from older versions) and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. They arrive the same time as the caravan arrive and this can thus be modded by setting {{token|ACTIVE_SEASON|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPGRADE_SQUAD_EQUIPMENT}}&lt;br /&gt;
| Currently unused - was originally assigned to the arsenal dwarf.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why won't my positions appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and 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.&lt;br /&gt;
&lt;br /&gt;
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: =&amp;lt; 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.&lt;br /&gt;
&lt;br /&gt;
'''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.'''&lt;br /&gt;
&lt;br /&gt;
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. 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.'''&lt;br /&gt;
&lt;br /&gt;
If civ-positions are neither APPOINTED_BY nor ELECTED, they still will be filled. &lt;br /&gt;
&lt;br /&gt;
Read more: [[Advanced_Entity_Position_Mechanics]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Position token]]&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Variable_positions&amp;diff=315518</id>
		<title>Talk:Variable positions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Variable_positions&amp;diff=315518"/>
		<updated>2026-03-16T17:03:19Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Holding multiple variable positions in world-gen. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----Hi! nice work so far!&lt;br /&gt;
A few points:&lt;br /&gt;
* I really wonder where the differences between human and goblins are coming from. Do you have any idea? I almost know for sure that the difference in MARKET-positions is because of humans have the CITY- type in DEFAULT_SITE_TYPE. But the others, I dont know. perhaps because of their values or ethics?&lt;br /&gt;
* There is a lot of vague language in this article ('Some religious entities(...)', which ones?), but also to much certainty, at places :-) . I would suggest to make it more tight. ChatGPT or another text AI can be of good use there, to remove any ambiguity&lt;br /&gt;
* The number of -1 is very strange to me, because this is an invalid value when writing raws for entities. Do you have any idea what the circumstances are for these positions? I see for example with the priests. Can it be that PRIEST is REPLACED_BY HIGH_PRIEST and also by highest priest? In that case, number -1 means: &amp;quot;currently replaced&amp;quot;. It should not have a current holder. For example, can you check a site with a mayor, does the expedition leader has -1? in that case, its caused by replacement. &lt;br /&gt;
* Landholders are a strange bunch, I'm curious if you find out anything about those!&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 12:22, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
* Not sure. The thing is even if the goblins do overtake another site, no market officials will be created. So it is more likely an ethics or values thing. The same for the reduced number of different officials.&lt;br /&gt;
* Well no. And the thing about &amp;quot;Some religious entities&amp;quot; in that case is, that some religious entities do not have any positions (eg. due to no variable position being created during world gen for these religious entities), but all of these entities (with no positions) will probably not create an abbot (CUSTOM_LAW_MAKER), but priest and so on (if the world-gen could/would be restarted). But without checking all religious entities without positions in detail, it might be that in some cases an religious entity (which could create an abbot) does not have a position at the end of world gen. So while there is from one perspective some ambiguity, from another perspective it is very precise.&lt;br /&gt;
* The number -1 means that it is unlimited, meaning for that position an unlimited amount of assignments can be created.&lt;br /&gt;
* No there is no replacement between the priest. Look at the responsibilities for priest and the others. Also the highest priest is capped at one (ie. like the pope), while their is an unlimited number of high priests possible (like cardinals or bishops).&lt;br /&gt;
* So far all entries in the variable position were empty. So it seems that neither humans nor goblins are landholders. And I still need a little bit more familiarity with Lua, for a few more complicated scripts (which also correctly query the different abstract building types).&lt;br /&gt;
&lt;br /&gt;
In general some info is still missing. And also I am in a few cases not sure yet, what exactly is the case, so some ambiguity might also stem from that. Only at the last step I will try to remove (unneccessary) ambiguity.&lt;br /&gt;
&lt;br /&gt;
ps. At some point the commented out text passages should be removed (deleted), but if I would try to do it, it will be detected as possibly harmful and not be allowed.[[Special:Contributions/91.49.240.46|91.49.240.46]] 13:15, 12 February 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
* Ok ill help you remove the commented lines, but you really should create an account :-)&lt;br /&gt;
* The number unlimited is written in the raws as AS_NEEDED. is that correct? If you, i'll suggest to replace the -1 with AS_NEEDED, to make that consistent with other positions and understandability&lt;br /&gt;
* I dont think you'll find any other landholders by the way. I think it isnt in variable positions to have that. Landholders arent also neccesary to let the game run and simulate an interesint world, while these variable positions are.&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 14:52, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* Well I might eventually create an account, iff no email address (etc.) needs to be provided.&lt;br /&gt;
* The translation of data into understandable form is not a priority, but -1 will be changed eventually (or a note added).&lt;br /&gt;
&lt;br /&gt;
ps. I will probably not edit anything in the next few hours on the article, so now or maybe tommorrow might be a good idea to remove the lines currently commented out.[[Special:Contributions/91.49.240.46|91.49.240.46]] 15:21, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Most of the &amp;quot;easy&amp;quot; work has been done. Next steps would be (not necessarily in the stated order):&lt;br /&gt;
1. replacing/removing the technical flags.&lt;br /&gt;
2. further research on what the concret requirements for the creation of different official and market official positions on site level is.&lt;br /&gt;
3. Figureing out the reason why goblins so far only create variable positions on site level, when the leader was a custom bandit leader (ie. at least in case of the forced admin it should be possible).&lt;br /&gt;
4. Figureing out why the goblins only create a subset of all possible variable official positions (both on site and civ level).&lt;br /&gt;
5. Researching why the goblins do not create custom market officials.&lt;br /&gt;
6. Figureing out why in some cases the dwarves use the generic forced admin and not the forced admin from the dwarven raws.&lt;br /&gt;
7. Removing any ambiguity (if possible) from the page and improve understandability. For that I suggest that with pointing to the unclear part a discussion entry is made, so that I am made aware of it and can then clear it up.&lt;br /&gt;
8. Improve formatting and table presentation: ie. possibly move some info to other tables to reduce table width (of the existing table). Or use smaller fonts (scaling) for some table entries. etc.&lt;br /&gt;
9. Figureing out (and testing) which other values in the tags [variable_positions] (and variable_site_positions) are valid. I do not think that it is only [variable_positions:all]. (This won't be done by me).&lt;br /&gt;
10. Add section(s) for modifing the game data, so that in an existing world a few more variable positions are created (and filled with historical figures). So that the variable positions then function as if the variable positions had already been created (and filled) during world gen.&lt;br /&gt;
&lt;br /&gt;
I am probably missing a few things. But that is all for now, from my part. Further edits (by me) to the variable positions page will not be done before next week.[[Special:Contributions/91.49.240.46|91.49.240.46]] 17:32, 13 February 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
a few thoughs on your questions:&lt;br /&gt;
3: I quess that the most important factors are their DEFAULT_SITE_TYPE and their values. 4: same. See: [[https://www.bay12forums.com/smf/index.php?topic=110027.msg8610297#msg8610297]]. 5: Because there are no markets in the dark fortress. 6: I think that the entity MOUNTAINS (dwarves) always uses the raw-forced administrator. I think that what you have seen, are probably not entity type 1, but maybe like outcasts or villains or whatever.  9: I can see what i can do [[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 21:10, 17 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Well the dwarves are (probably) supposed to only use the forced&lt;br /&gt;
administrator as defined in the raws, but they are not.&lt;br /&gt;
&lt;br /&gt;
In one case the site ruled by the forced administrator was originally&lt;br /&gt;
a human site, which was then taken over by a (dwarven) necromancer.&lt;br /&gt;
Afterwards a dwarven civ defeated the necromancer forces and formed a new government with a forced administrator (with precedence 100).&lt;br /&gt;
And the government still rules at the end of world gen.&lt;br /&gt;
&lt;br /&gt;
The other was originally a dwarven site (hillock). &lt;br /&gt;
It was then taken over by a necromancer (again dwarven).&lt;br /&gt;
The dwarves (original owners) then took the site back and put&lt;br /&gt;
a forced administrator in place (again with precedence 100). But the&lt;br /&gt;
site did change its owner again afterwards.&lt;br /&gt;
&lt;br /&gt;
To 3.: The goblins can take over other sites, so that is unlikely the cause. And would also not explain why the goblins with a custom bandit leader do create some officials, but the forced admin does not. (It is a totally different question, why the normal goblin site leaders do not create any officials.)&lt;br /&gt;
&lt;br /&gt;
To 4.: Well for one thing the ethics (and not the values) might play a role (ie. most things being a &amp;quot;personal matter&amp;quot;). For some other things (chef, grain official) it is probably either that the goblins do neither drink nor eat or it is (indirectly) because of that as they might not have some labors/jobs (see [[https://dwarffortressbugtracker.com/view.php?id=11727]]). The later is probably also the reason, why they do not have doctors. The values on the other hand will probably play a role, whether the custom law maker is a diplomat (or has the military strategy responsibility).&lt;br /&gt;
&lt;br /&gt;
To 5.: Again the goblins can take over other sites, so unless they always destroy the markets, when they occupy such a site, this cannot be the reason. But needs to be something else.&lt;br /&gt;
&lt;br /&gt;
To. 9: The question is, whether the definitions allows multiple variable_position tags (resp. site variable position tags) or if only one is evaluated (and used). Furthermore the question is, whether only ALL and the name of a responsibility (like MANAGE_WORK_ORDERS) is allowed or if the name of the custom officials (as used as code) is also valid. And then a follow-up question would be, if ie. MILITARY_STRATEGY is written as entry, whether this will always create the CUSTOM_MILITARY_STRATEGY. And what about the cases, when an official has usually two responsibilities (like the &amp;quot;chef&amp;quot;), will that official be created with only one resp., if only one is given. Do both responsibilities need to be written (ie. with a comma as separator) in one tag. But that are all modding related questions (and not questions for modifying an existing world).&lt;br /&gt;
&lt;br /&gt;
BTW: In many cases, when I looked into the history, a forced administrator was created usually after a site had been taken over by a necromancer (some time before). But I have not figured out yet, how I can easily check (from the entity definition), which group belongs to a necromancer and which not.[[Special:Contributions/91.49.240.46|91.49.240.46]] 16:44, 18 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Variable Positions and Quests ==&lt;br /&gt;
&lt;br /&gt;
Quiet a few variable positions do have the same flags set as ie. the CUSTOM_BANDIT_LEADER (who is according to the Quest page) able to give out quests to adventurers, allthough some of the variable positions do not have any squads (which again according to the Quest page is necessary to be able to give out quests), but then again the question is, whether that information on the Quest page (which seems to have been more or less only been migrated from an older version to the current v5x version) is current (or has even been correct for the older version). It is probably a good idea if someone tests out in the adventure mode, if ie. the guild leader (dean/doyen), merchant corporation leader (and representative) and other variable positions (who are mentioned on this page to have the quest_giver and/or kill_quest flag set) are able to give out quests to adventurers and then ie. update the Quest page with the results.[[Special:Contributions/91.49.240.46|91.49.240.46]] 14:05, 7 March 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Holding multiple variable positions in world-gen. ==&lt;br /&gt;
&lt;br /&gt;
Well while checking something else, I did come across a human necromancer, who currently holds 4 (variable) position assignments (and which are not former position assignments). The first three positions belong to an OUTCAST group, where the human holds the CUSTOM_OUTCAST_LT position (first assignment still active) and then two different CUSTOM_OUTCAST_FACTOR (assignments). The last position is the CUSTOM_LAW_MAKER (law-giver) of a human civilization (gained afterwards). The information is via dfhack and legends of a world directly after finishing world-gen (for the dfhack info a new game was started in the world and either before selecting the type of the game dfhack was used for analyzing the current game data or after selecting legends mode and analyzing the current game data with dfhack in addition to using the legends). In how far the necromancer is fullfilling all assignments is - of course - a totally different matter. An indepth analysis, how seldom/rare it is and which entities and position assignments are possible, will be done at a later date (possibly end of this month).[[Special:Contributions/91.49.243.26|91.49.243.26]] 11:52, 14 March 2026 (UT&lt;br /&gt;
----&lt;br /&gt;
Hello nameless one, love your work so far! Very impressive. &lt;br /&gt;
About CUSTOM_OUTCAST_LT being only a single one, there is another possible reason discussed in the forums. Search for 'army' and 'lieutentant'. It is, that there is (almost) never a reason to create more than one army commander, despite the civ being able to do so.&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 13:23, 15 March 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
The squad size of the CUSTOM_OUTCAST_LT is zero (unless you do doubt the table entry), ie. in contrast to the usual army commanders. So the reason for no more than one CUSTOM_OUTCAST_LT has nothing to do, with being an army commander. To see for yourself, just ie. set the number for the OUTPOST_LIASION to AS_NEEDED and look whether you will get an OUTPOST_LIASION created (ie. the problem has not really anything to do with being an army commander or not, but with the AS_NEEDED or unlimited number, without the game knowing what condition to check, whether to create an (or another) assignment for the position, at least if the position is not tied to a number of locations/sites or the position being a landholder, which is again tied to the number of sites of a certain kind). And the reason for one CUSTOM_OUTCAST_LT getting created, instead of zero is already in the note.[[Special:Contributions/91.49.243.26|91.49.243.26]] 12:28, 16 March 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
Addition: The only discussion I could find in the bay12 forums are from 2021 and thus concern v47 and not the current version. Besides considering that in my current game one human civ attacks itself nearly each year, shortly after their caravan returns home, in some cases with the attacker only a yak bull or yak cow (otherwise usually a single human), I do not think that any previous info about creation of army commanders is relevant, as yak bulls (and yak cows) are doing just fine as army commanders (of their one-yak-army). Or to put it in other words army commanders are currently created on the fly (otherwise in a world I did analyze there would be no way that a necromancer, with a tower, even if the necromancer would draft all position holders and itself as an army commander, could attack 20-30 different sites all at the start of a season of the same year; this btw. happened at least twice in the span of the 250 years of history in world-gen allthough with different necromancers).&lt;br /&gt;
ps. If you are wondering the yak bulls/cows and the humans are previous traders, who visited my fortress.[[Special:Contributions/91.49.243.26|91.49.243.26]] 17:02, 16 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Variable_positions&amp;diff=315517</id>
		<title>Talk:Variable positions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Variable_positions&amp;diff=315517"/>
		<updated>2026-03-16T12:29:20Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Holding multiple variable positions in world-gen. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----Hi! nice work so far!&lt;br /&gt;
A few points:&lt;br /&gt;
* I really wonder where the differences between human and goblins are coming from. Do you have any idea? I almost know for sure that the difference in MARKET-positions is because of humans have the CITY- type in DEFAULT_SITE_TYPE. But the others, I dont know. perhaps because of their values or ethics?&lt;br /&gt;
* There is a lot of vague language in this article ('Some religious entities(...)', which ones?), but also to much certainty, at places :-) . I would suggest to make it more tight. ChatGPT or another text AI can be of good use there, to remove any ambiguity&lt;br /&gt;
* The number of -1 is very strange to me, because this is an invalid value when writing raws for entities. Do you have any idea what the circumstances are for these positions? I see for example with the priests. Can it be that PRIEST is REPLACED_BY HIGH_PRIEST and also by highest priest? In that case, number -1 means: &amp;quot;currently replaced&amp;quot;. It should not have a current holder. For example, can you check a site with a mayor, does the expedition leader has -1? in that case, its caused by replacement. &lt;br /&gt;
* Landholders are a strange bunch, I'm curious if you find out anything about those!&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 12:22, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
* Not sure. The thing is even if the goblins do overtake another site, no market officials will be created. So it is more likely an ethics or values thing. The same for the reduced number of different officials.&lt;br /&gt;
* Well no. And the thing about &amp;quot;Some religious entities&amp;quot; in that case is, that some religious entities do not have any positions (eg. due to no variable position being created during world gen for these religious entities), but all of these entities (with no positions) will probably not create an abbot (CUSTOM_LAW_MAKER), but priest and so on (if the world-gen could/would be restarted). But without checking all religious entities without positions in detail, it might be that in some cases an religious entity (which could create an abbot) does not have a position at the end of world gen. So while there is from one perspective some ambiguity, from another perspective it is very precise.&lt;br /&gt;
* The number -1 means that it is unlimited, meaning for that position an unlimited amount of assignments can be created.&lt;br /&gt;
* No there is no replacement between the priest. Look at the responsibilities for priest and the others. Also the highest priest is capped at one (ie. like the pope), while their is an unlimited number of high priests possible (like cardinals or bishops).&lt;br /&gt;
* So far all entries in the variable position were empty. So it seems that neither humans nor goblins are landholders. And I still need a little bit more familiarity with Lua, for a few more complicated scripts (which also correctly query the different abstract building types).&lt;br /&gt;
&lt;br /&gt;
In general some info is still missing. And also I am in a few cases not sure yet, what exactly is the case, so some ambiguity might also stem from that. Only at the last step I will try to remove (unneccessary) ambiguity.&lt;br /&gt;
&lt;br /&gt;
ps. At some point the commented out text passages should be removed (deleted), but if I would try to do it, it will be detected as possibly harmful and not be allowed.[[Special:Contributions/91.49.240.46|91.49.240.46]] 13:15, 12 February 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
* Ok ill help you remove the commented lines, but you really should create an account :-)&lt;br /&gt;
* The number unlimited is written in the raws as AS_NEEDED. is that correct? If you, i'll suggest to replace the -1 with AS_NEEDED, to make that consistent with other positions and understandability&lt;br /&gt;
* I dont think you'll find any other landholders by the way. I think it isnt in variable positions to have that. Landholders arent also neccesary to let the game run and simulate an interesint world, while these variable positions are.&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 14:52, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* Well I might eventually create an account, iff no email address (etc.) needs to be provided.&lt;br /&gt;
* The translation of data into understandable form is not a priority, but -1 will be changed eventually (or a note added).&lt;br /&gt;
&lt;br /&gt;
ps. I will probably not edit anything in the next few hours on the article, so now or maybe tommorrow might be a good idea to remove the lines currently commented out.[[Special:Contributions/91.49.240.46|91.49.240.46]] 15:21, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Most of the &amp;quot;easy&amp;quot; work has been done. Next steps would be (not necessarily in the stated order):&lt;br /&gt;
1. replacing/removing the technical flags.&lt;br /&gt;
2. further research on what the concret requirements for the creation of different official and market official positions on site level is.&lt;br /&gt;
3. Figureing out the reason why goblins so far only create variable positions on site level, when the leader was a custom bandit leader (ie. at least in case of the forced admin it should be possible).&lt;br /&gt;
4. Figureing out why the goblins only create a subset of all possible variable official positions (both on site and civ level).&lt;br /&gt;
5. Researching why the goblins do not create custom market officials.&lt;br /&gt;
6. Figureing out why in some cases the dwarves use the generic forced admin and not the forced admin from the dwarven raws.&lt;br /&gt;
7. Removing any ambiguity (if possible) from the page and improve understandability. For that I suggest that with pointing to the unclear part a discussion entry is made, so that I am made aware of it and can then clear it up.&lt;br /&gt;
8. Improve formatting and table presentation: ie. possibly move some info to other tables to reduce table width (of the existing table). Or use smaller fonts (scaling) for some table entries. etc.&lt;br /&gt;
9. Figureing out (and testing) which other values in the tags [variable_positions] (and variable_site_positions) are valid. I do not think that it is only [variable_positions:all]. (This won't be done by me).&lt;br /&gt;
10. Add section(s) for modifing the game data, so that in an existing world a few more variable positions are created (and filled with historical figures). So that the variable positions then function as if the variable positions had already been created (and filled) during world gen.&lt;br /&gt;
&lt;br /&gt;
I am probably missing a few things. But that is all for now, from my part. Further edits (by me) to the variable positions page will not be done before next week.[[Special:Contributions/91.49.240.46|91.49.240.46]] 17:32, 13 February 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
a few thoughs on your questions:&lt;br /&gt;
3: I quess that the most important factors are their DEFAULT_SITE_TYPE and their values. 4: same. See: [[https://www.bay12forums.com/smf/index.php?topic=110027.msg8610297#msg8610297]]. 5: Because there are no markets in the dark fortress. 6: I think that the entity MOUNTAINS (dwarves) always uses the raw-forced administrator. I think that what you have seen, are probably not entity type 1, but maybe like outcasts or villains or whatever.  9: I can see what i can do [[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 21:10, 17 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Well the dwarves are (probably) supposed to only use the forced&lt;br /&gt;
administrator as defined in the raws, but they are not.&lt;br /&gt;
&lt;br /&gt;
In one case the site ruled by the forced administrator was originally&lt;br /&gt;
a human site, which was then taken over by a (dwarven) necromancer.&lt;br /&gt;
Afterwards a dwarven civ defeated the necromancer forces and formed a new government with a forced administrator (with precedence 100).&lt;br /&gt;
And the government still rules at the end of world gen.&lt;br /&gt;
&lt;br /&gt;
The other was originally a dwarven site (hillock). &lt;br /&gt;
It was then taken over by a necromancer (again dwarven).&lt;br /&gt;
The dwarves (original owners) then took the site back and put&lt;br /&gt;
a forced administrator in place (again with precedence 100). But the&lt;br /&gt;
site did change its owner again afterwards.&lt;br /&gt;
&lt;br /&gt;
To 3.: The goblins can take over other sites, so that is unlikely the cause. And would also not explain why the goblins with a custom bandit leader do create some officials, but the forced admin does not. (It is a totally different question, why the normal goblin site leaders do not create any officials.)&lt;br /&gt;
&lt;br /&gt;
To 4.: Well for one thing the ethics (and not the values) might play a role (ie. most things being a &amp;quot;personal matter&amp;quot;). For some other things (chef, grain official) it is probably either that the goblins do neither drink nor eat or it is (indirectly) because of that as they might not have some labors/jobs (see [[https://dwarffortressbugtracker.com/view.php?id=11727]]). The later is probably also the reason, why they do not have doctors. The values on the other hand will probably play a role, whether the custom law maker is a diplomat (or has the military strategy responsibility).&lt;br /&gt;
&lt;br /&gt;
To 5.: Again the goblins can take over other sites, so unless they always destroy the markets, when they occupy such a site, this cannot be the reason. But needs to be something else.&lt;br /&gt;
&lt;br /&gt;
To. 9: The question is, whether the definitions allows multiple variable_position tags (resp. site variable position tags) or if only one is evaluated (and used). Furthermore the question is, whether only ALL and the name of a responsibility (like MANAGE_WORK_ORDERS) is allowed or if the name of the custom officials (as used as code) is also valid. And then a follow-up question would be, if ie. MILITARY_STRATEGY is written as entry, whether this will always create the CUSTOM_MILITARY_STRATEGY. And what about the cases, when an official has usually two responsibilities (like the &amp;quot;chef&amp;quot;), will that official be created with only one resp., if only one is given. Do both responsibilities need to be written (ie. with a comma as separator) in one tag. But that are all modding related questions (and not questions for modifying an existing world).&lt;br /&gt;
&lt;br /&gt;
BTW: In many cases, when I looked into the history, a forced administrator was created usually after a site had been taken over by a necromancer (some time before). But I have not figured out yet, how I can easily check (from the entity definition), which group belongs to a necromancer and which not.[[Special:Contributions/91.49.240.46|91.49.240.46]] 16:44, 18 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Variable Positions and Quests ==&lt;br /&gt;
&lt;br /&gt;
Quiet a few variable positions do have the same flags set as ie. the CUSTOM_BANDIT_LEADER (who is according to the Quest page) able to give out quests to adventurers, allthough some of the variable positions do not have any squads (which again according to the Quest page is necessary to be able to give out quests), but then again the question is, whether that information on the Quest page (which seems to have been more or less only been migrated from an older version to the current v5x version) is current (or has even been correct for the older version). It is probably a good idea if someone tests out in the adventure mode, if ie. the guild leader (dean/doyen), merchant corporation leader (and representative) and other variable positions (who are mentioned on this page to have the quest_giver and/or kill_quest flag set) are able to give out quests to adventurers and then ie. update the Quest page with the results.[[Special:Contributions/91.49.240.46|91.49.240.46]] 14:05, 7 March 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Holding multiple variable positions in world-gen. ==&lt;br /&gt;
&lt;br /&gt;
Well while checking something else, I did come across a human necromancer, who currently holds 4 (variable) position assignments (and which are not former position assignments). The first three positions belong to an OUTCAST group, where the human holds the CUSTOM_OUTCAST_LT position (first assignment still active) and then two different CUSTOM_OUTCAST_FACTOR (assignments). The last position is the CUSTOM_LAW_MAKER (law-giver) of a human civilization (gained afterwards). The information is via dfhack and legends of a world directly after finishing world-gen (for the dfhack info a new game was started in the world and either before selecting the type of the game dfhack was used for analyzing the current game data or after selecting legends mode and analyzing the current game data with dfhack in addition to using the legends). In how far the necromancer is fullfilling all assignments is - of course - a totally different matter. An indepth analysis, how seldom/rare it is and which entities and position assignments are possible, will be done at a later date (possibly end of this month).[[Special:Contributions/91.49.243.26|91.49.243.26]] 11:52, 14 March 2026 (UT&lt;br /&gt;
----&lt;br /&gt;
Hello nameless one, love your work so far! Very impressive. &lt;br /&gt;
About CUSTOM_OUTCAST_LT being only a single one, there is another possible reason discussed in the forums. Search for 'army' and 'lieutentant'. It is, that there is (almost) never a reason to create more than one army commander, despite the civ being able to do so.&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 13:23, 15 March 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
The squad size of the CUSTOM_OUTCAST_LT is zero (unless you do doubt the table entry), ie. in contrast to the usual army commanders. So the reason for no more than one CUSTOM_OUTCAST_LT has nothing to do, with being an army commander. To see for yourself, just ie. set the number for the OUTPOST_LIASION to AS_NEEDED and look whether you will get an OUTPOST_LIASION created (ie. the problem has not really anything to do with being an army commander or not, but with the AS_NEEDED or unlimited number, without the game knowing what condition to check, whether to create an (or another) assignment for the position, at least if the position is not tied to a number of locations/sites or the position being a landholder, which is again tied to the number of sites of a certain kind). And the reason for one CUSTOM_OUTCAST_LT getting created, instead of zero is already in the note.[[Special:Contributions/91.49.243.26|91.49.243.26]] 12:28, 16 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Variable_positions&amp;diff=315513</id>
		<title>Variable positions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Variable_positions&amp;diff=315513"/>
		<updated>2026-03-15T11:41:53Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Bandits */  Note about CUSTOM_OUTCAST_LT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This page documents the variable positions that entities create when neccesary. This is - in vanilla - the case for [[human]] and [[goblin]] [[Civilization|civilizations]], but also for merchants' companies, guilds, mercenary groups, [[Religion|religious groups]] and [[Criminal|criminal]]s.&lt;br /&gt;
&lt;br /&gt;
= Introduction = &lt;br /&gt;
Initially none of the positions marked as variable do exist for an entity. The positions will only exist for a given entity, if they are either created during world-gen, world activities(?) or by memory hacking or scripting (ie. with Lua). Ie. in vanilla all human civilizations have at the beginning of the world-generation no positions at all, neither on the site nor civ level, as all positions of the vanilla human civs are marked as variable (variable positions: all). When a variable (civ level) position is created, the position is only created for that civilization (entity) and not for any other entities of the same type. Ie. the creation of a law-giver for one human civ does not create law-givers for other human civs.&lt;br /&gt;
&lt;br /&gt;
Also presumably all site-level positions for each entity are created on a per site basis, meaning the creation of a site ruler for one site (of a civ) does not also create the site ruler positions for any other site (of that civ).&lt;br /&gt;
&lt;br /&gt;
The existence of a variable position does not mean that the position will also be filled by a historical figure. But during world-gen the creation of a position will usually be followed up with the position being filled. Ie. the human historical figure who forced the creation of a law-giver position, will usually become the first law-giver.&lt;br /&gt;
&lt;br /&gt;
For the succession rules of a variable position (after the position has been initially filled by a historical figure), presumably, the same rules as for non-variable positions apply.&lt;br /&gt;
&lt;br /&gt;
(Disclaimer: The following only applies during world-gen and normal world activities. Scripting and memory hacking can circumvent the normal limitations, but with currently unknown results).&lt;br /&gt;
&lt;br /&gt;
For civ level entities, if the law-giving position is a variable position, the law-giving position does not (seem to) have any further requirements to be created (ie. no other position being already created). Ie. this position can be created by force (or popular support etc.) by any historical figure of that civ. But for all other variable (civ-level) positions the law-giving position must exist as usually the historical figure, who is the law-giver, does create the other variable positions (for various reason).&lt;br /&gt;
&lt;br /&gt;
Something similar is probably the case for site level positions. Ie. if the ruler of a site is a variable position, that position needs to be created, before any other site-level variable positions can be created. And the site ruler can afterwards create other variable positions for that site. It is not yet clear if a site level ruling position can be created before a civ level ruling (law-giving) position is created (or exists). This also means that it should be possible, via memory-hacking or scripting, to create (and fill) the variable site level positions (for a player site), at least after the civ level law-giving position has been created (and the law-giving position has been filled), so that a human player site gets the maximum possible human site level positions (with the normal appointment rules for the succession/reappointment of the positions), without having to edit the raw files (as outlined in the human civ page), prior to creating a world, to make the variable positions of human civilisations to &amp;quot;static&amp;quot; ones.&lt;br /&gt;
&lt;br /&gt;
Presumably for guilds (Merchant Guild and others), mercenary groups, religious orders (and criminals) also a &amp;quot;leader&amp;quot; position needs to be created by a historical figure, before other variable positions for that entity can be created.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
So far, no restrictions on allowed_class or allowed_creature have been found and also the rejected_creature and rejected_class entries are always empty. Squad_size is 0, except when a variable position (in the following sections) explictly states otherwise (ie. squad size for CUSTOM_BANDIT_LEADER, CUSTOM_LAW_MAKER and CUSTOM_LAW_MAKER_2 is 20). Also most other entries (of entity_position entry under &amp;quot;own&amp;quot;) not mentioned in their section have standard values (ie. are empty). The best_appointment_precedence of all positions is 30001. Also the execution skill is always set to &amp;quot;-1&amp;quot; even for the CUSTOM_OFFICIAL_9, whose sole responsiblity is executions.&lt;br /&gt;
&lt;br /&gt;
Also variable positions are usually only created (with the exception, if they replace another position), if the position will have at least one responsibility the already created (existing) positions for that entity does not have, regardless of whether there are any more prerequisites for a variable position to be created.&lt;br /&gt;
&lt;br /&gt;
== Sources to process ==&lt;br /&gt;
See spoiler-sections of those posts. &lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=178697.msg8295235#msg8295235&lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=175434.msg8084095#msg8084095&lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=175434.msg8083631#msg8083631 (first answer)&lt;br /&gt;
&lt;br /&gt;
= Civilizations =&lt;br /&gt;
If all positions of a civ are variable, then the CUSTOM_LAW_MAKER position needs to be created (in world-gen), before other positions (of the possible positions) can be created. After the creation (and filling) of the law-maker positions, the other variable positions (both CUSTOM_OFFICIALS_i and CUSTOM_MARKET_OFFICIALS_i, where i stands for a non-zero natural number) can be created in any order. These other positions are then always appointed by the law-maker of the civ. The law-maker position itself uses succession by heir.&lt;br /&gt;
&lt;br /&gt;
In contrast to e.g the positions of the dwarven civilizations, where the site nobility positions (eg. baron, duke) do get added to the own position list (vector) of the civilization, the CUSTOM_LAW_MAKER (and CUSTOM_LAW_MAKER_2) positions (of a site government) are not added to the own position list (at least for civs with all variable positions). The &amp;quot;own&amp;quot; positions list (of the civ entity) only exclusively contains the variable positions of the civ, which are all created by the civ, and no positions which are the &amp;quot;ruler&amp;quot; of a site (even if the variable site position was appointed by the law maker of the civ). Also the &amp;quot;site&amp;quot; positions list is empty (or at least no entries were found so far).&lt;br /&gt;
&lt;br /&gt;
The CUSTOM_LAW_MAKER position for goblins civs (in vanilla) are automatically created with the creation of the entity and there is no historical event which mentions the creation of that position. For the CUSTOM_LAW_MAKER positions of the human civs there is always a historical event which mentions the creation of that position, where the creation reason &amp;quot;As a matter of fact&amp;quot; is not possible, all other reasons, which are &amp;quot;Collaboration&amp;quot;, &amp;quot;Threats of Violence&amp;quot;, &amp;quot;Force of Argument&amp;quot; and &amp;quot;Wave of popular support&amp;quot;, are possible (and seem equally likely to be used).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview over the different possible rulers of a human or goblin civilization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!succession type!!Responsibilities!!Demands!!Mandates!!Precedence!!is diplomat!!human!!goblin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|master&lt;br /&gt;
|none&lt;br /&gt;
|law making, military goals, military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|master&lt;br /&gt;
|none&lt;br /&gt;
|law making, military goals, &lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
|law making, make peace agreements, military goals, military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
|law making, make peace agreements, military goals&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Otherwise it seems totally random, whether a ruler (law-giver) is a diplomat or not (ie. for human civilizations the position creation reason and the civilization values do not play any role at all). Also note that the master of a goblin civilization does not have peace agreements as a responsibility.&lt;br /&gt;
&lt;br /&gt;
The creation of all non-ruling positions, ie. CUSTOM_OFFICIALs, of a civ are mentioned in the history, where all CUSTOM_OFFICIALs and CUSTOM_MARKET_OFFICIALs will always be created &amp;quot;as a matter of course&amp;quot;, only the CUSTOM_MILITARY_GOALS and CUSTOM_MILITARY_STRATEGY positions can be created by any reason (including &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the possible non-ruling civ-level positions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name prefix!!Name&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;!!Responsibilities!!Demands!!Mandates!!Precedence!!Number!!Flags1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!Flags2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!Color!!human!!goblin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_1&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&amp;quot;keeper of the seal&amp;quot; / chancellor&lt;br /&gt;
|receive diplomats, make introductions and make topic agreements; optional: espionage&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_2&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|justiciar&lt;br /&gt;
|law enforcement, collect taxes&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_3&lt;br /&gt;
|yes&lt;br /&gt;
|treasurer&lt;br /&gt;
|trade, accounting&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_4&lt;br /&gt;
|yes&lt;br /&gt;
|advisor/counselor&lt;br /&gt;
|advise leaders&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_5&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|chamberlain&lt;br /&gt;
|oversee leader household&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|master of beasts&lt;br /&gt;
|tame exotics, manage animals&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_7&lt;br /&gt;
|yes&lt;br /&gt;
|butler / cup-bearer&lt;br /&gt;
|manage leader household food and drinks&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_8&lt;br /&gt;
|yes&lt;br /&gt;
|doctor&lt;br /&gt;
|health management&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|310&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_9&lt;br /&gt;
|yes&lt;br /&gt;
|executioner&lt;br /&gt;
|executions&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|320&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_10&lt;br /&gt;
|yes&lt;br /&gt;
|chef&lt;br /&gt;
|prepare leader meals&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|330&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_11&lt;br /&gt;
|yes&lt;br /&gt;
|housekeeper&lt;br /&gt;
|manage leader household cleanliness&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|340&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
|no&lt;br /&gt;
|general/(field) marshal / constable&lt;br /&gt;
|military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_GOALS&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|war leader&lt;br /&gt;
|military goals, optional: military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|}&lt;br /&gt;
: ''Note'': &lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): Name prefix can be empty.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Name prefixes are: high, head, chief and royal.&lt;br /&gt;
&lt;br /&gt;
In the above table the responsibility &amp;quot;espionage&amp;quot; of the CUSTOM_OFFICIAL_1 is optional. A civ needs to have a &amp;quot;cunning&amp;quot; value of at least 11 for the CUSTOM_OFFICIAL_1 to have the responsibility, otherwise the official will not have the espionage responsibility, consequentially all CUSTOM_OFFICIAL_1 of goblin civs will have the espionage responsibility (as their default cunning value is 15). Only if the CUSTOM_OFFICIAL_1 is created with the &amp;quot;espionage&amp;quot; responsibility such officials can also be created for the site governments, where the leader of the site-government is not called &amp;quot;law-giver&amp;quot;, (as all other responsibility are already performed by the standard custom site ruler). Also, the columns &amp;quot;human&amp;quot; and &amp;quot;goblin&amp;quot; dictate whether human and/or goblin civilizations can have the positions.&lt;br /&gt;
&lt;br /&gt;
= Site Governments =&lt;br /&gt;
If all positions of a civ (and with that of a site government) are variable, then a leader position for the site government needs to be created (in world-gen), before other positions (of the possible variable positions) can be created. The created position is usually the CUSTOM_LAW_MAKER, but other positions have been found, ie. CUSTOM_BANDIT_LEADER and FORCED_ADMINISTRATOR. &lt;br /&gt;
&lt;br /&gt;
Note that if a site is taken over during a war, then a new leader can be created directly with the formation of a new site government (even if the all site positions of the new owning civ are variable and the old site government did not have any leaders), in such cases the new leader position is either a FORCED_ADMINISTRATOR or - rarer - a CUSTOM_LAW_MAKER (only found, if the site taken over was a Town and both the defending and attacking civilization was human).&lt;br /&gt;
&lt;br /&gt;
Note that human and goblin civilizations can also create further site positions, if the current site leader is the CUSTOM_BANDIT_LEADER (both) or FORCED_ADMINISTRATOR (only encountered/found in case of humans). All other races (eg. dwarves and elves) cannot.&lt;br /&gt;
&lt;br /&gt;
Also a CUSTOM_LAW_MAKER can be created for a site government (of a human civilization) before a CUSTOM_LAW_MAKER for the civilization has been created.&lt;br /&gt;
&lt;br /&gt;
Also note that not all site government entities need to be a child of a civilization entity, if they are not, then the CUSTOM_BANDIT_LEADER is used as a site-ruler (regardless of race, ie. even dwarven and the rare elven site government without connection to a civ will use the CUSTOM_BANDIT_LEADER as initial ruler/leader). Ie. a Necromancer founding a tower will generate a site government (or site entity), which does not have any parent entity, and does function as a civ entity for any of its child entities (and will use the CUSTOM_BANDIT_LEADER as ruler). But such Necromancer entities are not the only site entities without a parent civ (which can have positions), ie. some (all?) groups construction forts (and where the creation of the entity coincidies with the construction of the fort) will also not have a parent civ (and use the entity type site).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the possible leader positions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!Responsibilities!!squad&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; size!!Demands!!Mandates!!Precedence!!goblin!!human!!elf!!dwarf!!flags!!appointment type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55 or 10 (rare)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|standard bandit leader&lt;br /&gt;
|elected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_ADMINISTRATOR&lt;br /&gt;
|administrator&lt;br /&gt;
|law making, receive diplomats, meet workers, make topic agreements&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|100&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|forced admin&lt;br /&gt;
|none&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_ADMINISTRATOR&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|administrator&lt;br /&gt;
|law making, receive diplomats, meet workers, make topic agreements&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|65&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|dwarf forced admin&lt;br /&gt;
|none&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|law-giver&lt;br /&gt;
|law making, make peace agreements, military goals; optional&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;: military strategy&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|civ law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&lt;br /&gt;
|lord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|lord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|40&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|baron&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|41&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir; appointed by law-giver (civ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER_2&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|baron&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|35&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir; optional: appointed&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): Only leader position, if the entity (site-government) is not a child of a civilization, but can also appear, if the entity has a parent civ. Only site leader position of goblins, where other site positions will be created (both cases: with civ and without civ).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): 2 of the 53 forced administrator positions of dwarves (in a large 250 year histor world-gen world with many civs) used this forced administrator (rather than the one defined in the raws). No site official positions found for goblins so far, if the leader was a forced administrator.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): The position has no appointed_by defined, nor any form of succession by position or heir. And the position is also not elected. So how and if a forced admin gets refilled, in case of death of the previous position holder, is unclear.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): This is the forced administrator as defined in the (vanilla) dwarf raws.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Was created once in a large 250 year history world-gen world with many civs. The parent civ did not have a law-maker position created. But this definition is not always used, if the law-maker position of the parent civ has not been created. Also the site-entity was the original owner/creator of the site.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;): This position can get created for a newly formed site-entity, if a site-entity has created the law-maker position and afterwards the site-entity gets conquered by another entity (of the same civ) and at the time of conquest no law-giver was created (yet) for the civ.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;: Can be created (and replaces the former site ruler), if the ruler (of a human site entity) was either a FORCED_ADMINISTRATOR or a CUSTOM_LAW_MAKER with the name &amp;quot;lord&amp;quot;.&lt;br /&gt;
:*  &amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;): If the squad size is greater than zero, then the squad members are called soldiers (CUSTOM_BANDIT_LEADER) or hearthpeople (otherwise).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;): Always appointed by the law-giver of the civilization, if the previous site leader was a forced administrator. Otherwise the appointed_by (and appointed_by_civ) definition is either empty or set to the law-giver of the civ, eg. a CUSTOM_LAW_MAKER_2, which replaces a CUSTOM_LAW_MAKER, can be appointed (in which case appointed by the law-giver of the civ) or not be appointed at all.&lt;br /&gt;
:* &amp;quot;by heir&amp;quot; in the appointment type definition entry means, that the succession is by heir. If nothing else is mentioned in the table cell, then the position did get filled immediatly upon creation of the position and the first position holder was not appointed by the civ-leader, otherwise the first position holder was appointed by the civ-leader.&lt;br /&gt;
:* &amp;quot;standard bandit leader&amp;quot; entry in &amp;quot;flags&amp;quot; table cell means the same flags as the CUSTOM_BANDIT_LEADER of bandit groups are set.&lt;br /&gt;
:* &amp;quot;forced admin&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, quest_giver, special_burial.&lt;br /&gt;
:* &amp;quot;dwarf forced admin&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color,  menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, special_burial.&lt;br /&gt;
:* &amp;quot;standard leader&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver, special_burial.&lt;br /&gt;
:* &amp;quot;civ law-giver&amp;quot; entry in &amp;quot;flags&amp;quot; table cell means that the flags of the CUSTOM_LAW_MAKER (civ level) are set, where the is_diplomat flag is only set, if (and only if) the law-giver does not have the military strategy responsibility. Also in this case the is_diplomat flag is only set, if the &amp;quot;law-giver&amp;quot; (of the site entity) does not have the military strategy responsibility.&lt;br /&gt;
:* Remark to forced administrator: The only differences between the forced administrator (only usable by the dwarves and defined in the raws) and the other forced administrator are, that the forced administrator of the dwarves is not a quest giver, does not rule from a location and has a different precedence.&lt;br /&gt;
:* The color of all leaders is the standard noble color (5,0,1), except for the forced administrators, who uses a different color entry (5,0,0).&lt;br /&gt;
&lt;br /&gt;
If a leader does exist for a site entity, other variable positions can be created for that entity. In rare cases a variable official (or market official) position can even be created, if the requirements are not met (at least one of the flags has_met_pop_req and has_met_market_req is false for the position entry).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the non-ruler variable positions of a site government.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name prefix&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!Name!!Name suffix&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!Responsibilities!!Demands!!Mandates!!Precedence!!Number!!Color!!human!!goblin!!add. flags&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_1&lt;br /&gt;
|no&lt;br /&gt;
|sewer &lt;br /&gt;
|always&lt;br /&gt;
|maintain sewers&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|500&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_2&lt;br /&gt;
|no&lt;br /&gt;
|grain / harvest &lt;br /&gt;
|always&lt;br /&gt;
|food supply&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_3&lt;br /&gt;
|no&lt;br /&gt;
|fire &lt;br /&gt;
|always&lt;br /&gt;
|fire safety&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|475&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_4&lt;br /&gt;
|no&lt;br /&gt;
|judge / magistrate / justice&lt;br /&gt;
|no&lt;br /&gt;
|judge&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|350&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_5&lt;br /&gt;
|no&lt;br /&gt;
|building &lt;br /&gt;
|always&lt;br /&gt;
|construction permits, building safety&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|460&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|road&lt;br /&gt;
|always&lt;br /&gt;
|maintain roads, bridges and tunnels&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|375&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_1&amp;lt;sup&amp;gt;6,7,8&amp;lt;/sup&amp;gt;&lt;br /&gt;
|optional&lt;br /&gt;
|&amp;quot;keeper of the seal&amp;quot; / chancellor&lt;br /&gt;
|no&lt;br /&gt;
|espionage&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_2&amp;lt;sup&amp;gt;7,9&amp;lt;/sup&amp;gt;&lt;br /&gt;
|optional&lt;br /&gt;
|justiciar&lt;br /&gt;
|no&lt;br /&gt;
|collect taxes&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_3&lt;br /&gt;
|always&lt;br /&gt;
|treasurer&lt;br /&gt;
|no&lt;br /&gt;
|trade, accounting&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_4&lt;br /&gt;
|always &lt;br /&gt;
|advisor / counselor&lt;br /&gt;
|no&lt;br /&gt;
|advise leaders&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_5&lt;br /&gt;
|optional &lt;br /&gt;
|chamberlain&lt;br /&gt;
|no&lt;br /&gt;
|oversee leader houshold&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|master of beasts&lt;br /&gt;
|no&lt;br /&gt;
|tame exotics, manage animals&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_7&lt;br /&gt;
|always &lt;br /&gt;
|butler / cup-bearer&lt;br /&gt;
|no&lt;br /&gt;
|manage leader houshold food and drinks&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_8&lt;br /&gt;
|always &lt;br /&gt;
|doctor&lt;br /&gt;
|no&lt;br /&gt;
|health management&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|310&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_9&lt;br /&gt;
|always &lt;br /&gt;
|executioner&lt;br /&gt;
|no&lt;br /&gt;
|executions&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|320&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_10&lt;br /&gt;
|always &lt;br /&gt;
|chef&lt;br /&gt;
|no&lt;br /&gt;
|prepare leader meals&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|330&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_11&lt;br /&gt;
|always &lt;br /&gt;
|housekeeper&lt;br /&gt;
|no&lt;br /&gt;
|manage leader houshold cleanliness&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|340&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_STRATEGY&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|general/(field) marshal / constable&lt;br /&gt;
|no&lt;br /&gt;
|military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_GOALS&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|war leader&lt;br /&gt;
|no&lt;br /&gt;
|military goals, optional: military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Notes'': &lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The possible name prefixes are &amp;quot;chief&amp;quot;, &amp;quot;head&amp;quot; and &amp;quot;high&amp;quot; (always) and also &amp;quot;royal&amp;quot;, if the site leader has the name &amp;quot;law-giver&amp;quot;. The name prefix can be empty, if the cell entry is &amp;quot;optional&amp;quot;. A name prefix will always be present, if the cell entry is &amp;quot;always&amp;quot;.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): The possible name suffixes are &amp;quot;administrator&amp;quot;, &amp;quot;caretaker&amp;quot;, &amp;quot;commissioner&amp;quot;, &amp;quot;master&amp;quot; and &amp;quot;official&amp;quot;. A name suffix will always be present, if the cell entry is &amp;quot;always&amp;quot;.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): The additional flags are: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): Only ever created, if the first site leader was a FORCED_ADMINISTRATOR. Can even be created, if the FORCED_ADMINISTRATOR has already been replaced by a CUSTOM_LAW_MAKER_2.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Only created, either after the CUSTOM_MILITARY_GOALS position was created and the CUSTOM_MILITARY_GOALS position was not created with the military strategy responsibility or if the leader has the name law-giver (and does not have the military strategy responsibility). Can even be created, if the first site leader was a FORCED_ADMINISTRATOR, who has already been replaced by a CUSTOM_LAW_MAKER_2.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;): If the leader name is not law-giver (and the first site leader was not a FORCED_ADMINISTRATOR), then a CUSTOM_OFFICIAL_1 has the espionage responsibilty. All CUSTOM_OFFICIAL_1 of a civ (regardless of whether the CUSTOM_OFFICIAL_1 belongs to a site government or the civ government) will either have the espionage responsibility or do not have the espionage responsibility. &lt;br /&gt;
:* &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;): If the leader has the name law-giver then this official position has the responsibilities (and also optional resp.) as given in the civ table for the official position and not the responsibilities as in this table. Ie. that is the only case where a CUSTOM_OFFICIAL_1 can be created for a site government without the espionage responsibility.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;): The CUSTOM_OFFICIAL_1 has always the responsibility make introductions, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;): The CUSTOM_OFFICIAL_2 has always the responsibility law enforcement, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).&lt;br /&gt;
:* In the above table the columns &amp;quot;human&amp;quot; and &amp;quot;goblin&amp;quot; donate, whether a site government of a human civilization or of a goblin civilization can have that position (or at least, if the position was encountered so far). Note so far only goblin site governments with a CUSTOM_BANDIT_LEADER did have further positions created.&lt;br /&gt;
:* All CUSTOM_MARKET_OFFICIALs created during world-gen seem to have an already constructed market present (and thus are not created for site governments ruling over a Hamlet or a Dark Pit as Hamlets and Dark Pits cannot have a market, but need to be a Town or Dark Fortress). Additionally the CUSTOM_MARKET_OFFICIAL_1 needs an already constructed sewer (which seems to be only created, after both a market and a keep are constructed). Also note that sewers are only constructed in towns (in contrast to ie. markets, which can also be found/constructed in other site types like Dark Fortresses, Fortresses, Hillocks, Caves and Forest Retreats).&lt;br /&gt;
:* In addtion to the above table the &amp;quot;best_appointment_precedence&amp;quot; is 30001. Also the following flags are set (true) for all officials, regardless, of whether belonging to a human or goblin site government: duty_bound, has_responsibilities, do_not_cull, color, menial_work_exemption and has_received_positions.&lt;br /&gt;
:* All of the positions are appointed by the current ruler of the site (ie. CUSTOM_LAW_MAKER, CUSTOM_BANDIT_LEADER, FORCED_ADMINISTRATOR), except the CUSTOM_MILITARY_STRATEGY position will be appointed by the CUSTOM_MILITARY_GOALS position, if the CUSTOM_MILITARY_GOALS position was created prior and the current ruler of the site government is a forced administrator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally the position entry usually has the flag active set and the flag is_replaced is false, otherwise the position would no longer be active (and might have been replaced).&lt;br /&gt;
&lt;br /&gt;
= Bandits =&lt;br /&gt;
Bandits use the entity types 4 and 7, which are nomadic groups (type 4) and outcasts (type 7). It must also be noted that some CUSTOM_BANDIT_LEADER positions are used by site governments (typically goblin site governments) both with and without a parent civilization (site government is not a child of an entity of type 0). The creation of CUSTOM_BANDIT_LEADER and CUSTOM_OUTCAST_FACTOR positions is never mentioned as a historical event, but the creation of CUSTOM_OUTCAST_LT is (and is always created &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview over the possible variable positions used by bandits (some further info on bandit leaders is below the table).&lt;br /&gt;
 &lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!squad size!!Demands!!Mandates!!Precedence!!Number!!add. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!rules from location!!entity type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|nomadic, outcast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|nomadic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OUTCAST_LT&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|lieutenant&lt;br /&gt;
|appointed by bandit leader&lt;br /&gt;
|patrol territory, attack enemies&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|160&lt;br /&gt;
| -1&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|outcast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OUTCAST_FACTOR&lt;br /&gt;
|representative&lt;br /&gt;
|appointed by bandit leader&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|70&lt;br /&gt;
| -1&lt;br /&gt;
|yes (except is_law_maker)&lt;br /&gt;
|yes&lt;br /&gt;
|outcast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): Additional flags are: is_law_maker, flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt and quest_giver&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): Only difference to the other CUSTOM_BANDIT_LEADER is the increased precedence of 10, encountered in 11 of 148 bandit leaders (148 of 175 nomadic groups had leaders). The reason is of yet unknown, except that the CUSTOM_BANDIT_LEADER is also used by the goblin civilization (and some site governments, without an entity link to a parent civ, had a nomadic group with a custom bandit leader as a child entity).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;: Currently only up-to one CUSTOM_OUTCAST_LT will be created for Outcast groups, despite allowing for an unlimited number. The possible reason for one getting created at all is that an assignment definition is automatically created with the creation of the position itself (while ie. for Ranger Captain, Milita Captain etc. there is currently never an assignment created, as they are neither land-holders nor is their number tied to a location or site).&lt;br /&gt;
:* Further note the common flags of these positions are: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
:* The entity type in the above table refers to the (as displayed by dfhack's gm-editor, when viewing an entity).&lt;br /&gt;
&lt;br /&gt;
Additionally the bandit leader (CUSTOM_BANDIT_LEADER) always has a squad size of 20 and the squad members are refered to as &amp;quot;bandits&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Religious Entities =&lt;br /&gt;
Some religious entities, which are considered &amp;quot;child&amp;quot;-entities of civilizations (no religious entity which was not a &amp;quot;child&amp;quot; of a civ entity has been found so far), also have variable positions - the other religious entities have no positions at all.&lt;br /&gt;
If a religious entity rules a site (always monastery?), then the only variable position (of that entity) seems to be the CUSTOM_LAW_MAKER and the name of the position seems to be always &amp;quot;abbot&amp;quot;.&lt;br /&gt;
Otherwise the variable positions PRIEST, HIGH_PRIEST and HIGHEST_PRIEST can be created for that religious entity, where any such entity, if it has a position, will always have the PRIEST as position. Afterwards, the position HIGH_PRIEST can be created and at last - after the HIGH_PRIEST was created - the HIGHEST_PRIEST can be created. The names of these position are randomly created (more about the name generation is currently out-of-scope, ie. why a PRIEST might be called &amp;quot;sacred squid&amp;quot;, &amp;quot;holy burial&amp;quot;, &amp;quot;sacred rumor&amp;quot;, &amp;quot;holy lemon&amp;quot; or &amp;quot;sacred paper&amp;quot; is out-of-scope at least for this wiki article). No temple is needed in an associated site for a religious entity (not ruling from a monastery) to create a priest, high priest or highest priest position.&lt;br /&gt;
&lt;br /&gt;
Note that there is no historical event that mentions the creation of a PRIEST, HIGH_PRIEST or HIGHEST_PRIEST position.&lt;br /&gt;
&lt;br /&gt;
An overview on the positions of religious entities is given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!name prefix!!name!!appointment type&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;!!Responsibilities!!Precedence!!Demands!!Mandates!!number!!missing common flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!additional flags&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|abbot&lt;br /&gt;
|heir&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|100&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|is_diplomat&lt;br /&gt;
|all &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!PRIEST&lt;br /&gt;
|holy or sacred&lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|religion&lt;br /&gt;
|200&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HIGH_PRIEST&lt;br /&gt;
|high, first or exalted &lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|law_making, receive diplomats and make topic agreements&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
|all (except determines_coin_design)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HIGHEST_PRIEST&lt;br /&gt;
|absolute or most sacred/high/exalted&lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|law_making, receive diplomats and make topic agreements &lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|none&lt;br /&gt;
|all (except determines_coin_design)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The common flags are: duty_bound, has_responsibilities, chat_worthy, do_not_cull, is_leader, is_diplomat, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions and has_met_market_req. So if one of the flags is mentioned in a column, then the position does not have that flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): The additional flags (in this case) are: is_law_maker, flashes, brag_on_kill, kill_quest, exported_in_legends, account_exempt, quest_giver, special_burial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): Is always the only position for that religious entity. And so far any such entity, which was found, always governed/ruled a monastery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): The name is one of the possible &amp;quot;name prefixes&amp;quot; for the position written before a completely random word, which may or may not depend on the religious spheres/domains worshipped by that religion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): The appointment/succession type is actually determined by flags, ie. elected and succession_by_heir. One of the flags is also true for these positions (but not explicitly mentioned in the common/additional flags).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes: The PRIEST, HIGH_PRIEST and HIGHEST_PRIEST have a variable color entry, but the color-flag (of the position entry) is false, so it is unclear whether currently the color entry has any effect.&lt;br /&gt;
&lt;br /&gt;
= Mercenary Group =&lt;br /&gt;
&lt;br /&gt;
All mercenary entities will have at least one position (the CUSTOM_MERCENARY_LEADER), this position is created with the creation of the group (and the creation of the entity is marked - in the history/legends - with the filling of the leader position). The only other possible position is the CUSTOM_MERCENARY_TREASURER and the creation of the CUSTOM_MERCENTARY_TREASURER is mentioned as a historical event (and is always created &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Basic information about both positions are found in the table below (and the explanations below the table).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!Precedence!!Demands!!Mandates!!number!! imp. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MERCENARY_LEADER&lt;br /&gt;
|usually &amp;quot;warlord&amp;quot;, &amp;quot;leader&amp;quot;, &amp;quot;general&amp;quot; or &amp;quot;overlord&amp;quot; but very unusual names are possible (see below table)&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1 &lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MERCENARY_TREASURER&lt;br /&gt;
|treasurer&lt;br /&gt;
|elected&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|160&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The imp. flags are flashes, brag_on_kill, chat_worthy, punishment_exemption, kill_quest and quest giver.&lt;br /&gt;
&lt;br /&gt;
Both positions also have the is_leader flag and the following flags: duty_bound, has_responsibilities, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
&lt;br /&gt;
For the mercenary leader also illustrous names such as lord twinkle, lord duty, lord savant, maze commander or secret commander can be created. In these cases the name seems to be generated by either adding a random word after the word lord or adding a random word before commander. Note that mercenary groups can bestow honors on either their members or their leaders and in case of leader only honors it might be that, instead of the leader name, the name of the currently highest bestowed honor (on the leader) is used.&lt;br /&gt;
&lt;br /&gt;
= Guilds =&lt;br /&gt;
All guilds will always have all four of the variable positions mentioned in this section. Note that &amp;quot;merchant guilds&amp;quot; are merchant companies and an entirely separate entity.&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the four guild positions.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!precedence!!demands!!mandates!!number!!add. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_LEADER&lt;br /&gt;
|dean/doyen&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|elected&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_ALDERPERSON&lt;br /&gt;
|alderperson&lt;br /&gt;
|meet workers, manage production&lt;br /&gt;
|elected&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_STEWARD&lt;br /&gt;
|steward or treasurer&lt;br /&gt;
|trade&lt;br /&gt;
|elected&lt;br /&gt;
|160&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_CLERK&lt;br /&gt;
|clerk, bookkeeper, recordkeeper&lt;br /&gt;
|accounting&lt;br /&gt;
|elected&lt;br /&gt;
|170&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The additional flags are: is_law_maker, flashes, brag_on_kill; chat_worthy, do_not_cull, kill_quest, account_exempt, rules_from_location, punishment_exemption and quest_giver.&lt;br /&gt;
&lt;br /&gt;
All positions have the following flags in common:&lt;br /&gt;
duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions, has_met_market_positions.&lt;br /&gt;
&lt;br /&gt;
= Merchant Company =&lt;br /&gt;
Every merchant company will have a leader (CUSTOM_COMPANY_LEADER). Furthermore a merchant company can have a CUSTOM_COMPANY_FACTOR, to which an unlimited number of history figures can be assigned to (ie. a company can have multiple governors, but the number of current governors is always the same as the number of counting houses - branches - in non-headquarters sites). Also note that there is no history event, which mentions the creation of a position for a merchant company, still the CUSTOM_COMPANY_FACTOR position is only created with creation of the first branch of a company (and branch creation - purchase of a counting house or building of a new counting house - and filling of custom company factor position are always at exactly the same time according to the corresponding historical events).&lt;br /&gt;
&lt;br /&gt;
An overview of both positions is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!name!!appointment type!!Responsibilities!!Precedence!!Demands!!Mandates!!number!!additional flag&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_COMPANY_LEADER&lt;br /&gt;
|master or head&lt;br /&gt;
|elected or succession by heir&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military goals, military strategy&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|is_law_maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_COMPANY_FACTOR&lt;br /&gt;
|agent, factor, administrator or governor&lt;br /&gt;
|appointed by company leader&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both positions have the following flags in common:&lt;br /&gt;
duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, account_exempt, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver and has_met_market_req.&lt;br /&gt;
&lt;br /&gt;
Also note that in contrast to many other variable positions (of different entities) for the CUSTOM_COMPANY_LEADER both an election based appointment (or succession) and an succesion by heir is possible, but each merchant company will only have an elected leader or a leader (with inheritance).&lt;br /&gt;
&lt;br /&gt;
= Raw tokens =&lt;br /&gt;
The tokens that manage the creation of positions are [[Entity_token#SITE_VARIABLE_POSITIONS|SITE_VARIABLE_POSITIONS]] and [[Entity_token#VARIABLE_POSITIONS|VARIABLE_POSITIONS]]. &lt;br /&gt;
&lt;br /&gt;
SITE_VARIABLE_POSITIONS allows for the creation of lords, hearthpersons, and [[boss]]es, and [VARIABLE_POSITIONS] allows creation of Law-makers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out: no longer needed. Can be removed/deleted.&lt;br /&gt;
= Generated positions =&lt;br /&gt;
The following positions can be created. Note: these should be sorted among the different group types.&lt;br /&gt;
* CUSTOM_LAW_MAKER&lt;br /&gt;
* CUSTOM_LAW_MAKER_2&lt;br /&gt;
* CUSTOM_OUTCAST_LT&lt;br /&gt;
* CUSTOM_OUTCAST_FACTOR&lt;br /&gt;
* CUSTOM_COMPANY_LEADER&lt;br /&gt;
* CUSTOM_COMPANY_FACTOR&lt;br /&gt;
* CUSTOM_MERCENARY_LEADER&lt;br /&gt;
* CUSTOM_MERCENARY_TREASURER&lt;br /&gt;
* CUSTOM_BANDIT_LEADER&lt;br /&gt;
* CUSTOM_MARKET_OFFICIAL_#&lt;br /&gt;
* CUSTOM_OFFICIAL_#&lt;br /&gt;
* CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
* CUSTOM_MILITARY_GOALS&lt;br /&gt;
* HIGHEST_PRIEST&lt;br /&gt;
* HIGH_PRIEST&lt;br /&gt;
* CUSTOM_GUILD_LEADER&lt;br /&gt;
* CUSTOM_GUILD_STEWARD&lt;br /&gt;
* CUSTOM_GUILD_CLERK&lt;br /&gt;
* CUSTOM_GUILD_ALDERPERSON&lt;br /&gt;
* WORSHIP_HF&lt;br /&gt;
&lt;br /&gt;
The following names can be seen given to those positions. Note: these should be sorted among the different positions.&lt;br /&gt;
* lord&lt;br /&gt;
* hearthperson&lt;br /&gt;
* factor&lt;br /&gt;
* agent&lt;br /&gt;
* governor&lt;br /&gt;
* lieutenant&lt;br /&gt;
* representative&lt;br /&gt;
* head&lt;br /&gt;
* chieftain&lt;br /&gt;
* warlord&lt;br /&gt;
* ringleader&lt;br /&gt;
* cup-bearer&lt;br /&gt;
* butler&lt;br /&gt;
* master of beasts&lt;br /&gt;
* sewer&lt;br /&gt;
* housekeeper&lt;br /&gt;
* chef&lt;br /&gt;
* executioner&lt;br /&gt;
* chancellor&lt;br /&gt;
* chief&lt;br /&gt;
* chamberlain&lt;br /&gt;
* captain&lt;br /&gt;
* chief / chieftess&lt;br /&gt;
* constable&lt;br /&gt;
* royal&lt;br /&gt;
* advisor&lt;br /&gt;
* counselor&lt;br /&gt;
* justiciar&lt;br /&gt;
* keeper of the seal&lt;br /&gt;
* law-giver&lt;br /&gt;
* baron&lt;br /&gt;
* marshal&lt;br /&gt;
* war leader&lt;br /&gt;
* most high priest&lt;br /&gt;
* absolute X&lt;br /&gt;
* most exalted X&lt;br /&gt;
* most high X&lt;br /&gt;
* most holy X&lt;br /&gt;
* most sacred X&lt;br /&gt;
* treasurer&lt;br /&gt;
* recordkeeper&lt;br /&gt;
* clerk&lt;br /&gt;
* bookkeeper&lt;br /&gt;
* doyen / doyenne&lt;br /&gt;
* dean&lt;br /&gt;
* steward&lt;br /&gt;
* alderperson&lt;br /&gt;
* X administrator&lt;br /&gt;
* X official (like grain official)&lt;br /&gt;
* X officials&lt;br /&gt;
* X commissioner&lt;br /&gt;
* X commissioners&lt;br /&gt;
* X caretakers&lt;br /&gt;
* judge&lt;br /&gt;
* justices&lt;br /&gt;
* magistrate&lt;br /&gt;
* abbot&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Variable_positions&amp;diff=315503</id>
		<title>Talk:Variable positions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Variable_positions&amp;diff=315503"/>
		<updated>2026-03-14T11:52:36Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Holding multiple variable positions in world-gen. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----Hi! nice work so far!&lt;br /&gt;
A few points:&lt;br /&gt;
* I really wonder where the differences between human and goblins are coming from. Do you have any idea? I almost know for sure that the difference in MARKET-positions is because of humans have the CITY- type in DEFAULT_SITE_TYPE. But the others, I dont know. perhaps because of their values or ethics?&lt;br /&gt;
* There is a lot of vague language in this article ('Some religious entities(...)', which ones?), but also to much certainty, at places :-) . I would suggest to make it more tight. ChatGPT or another text AI can be of good use there, to remove any ambiguity&lt;br /&gt;
* The number of -1 is very strange to me, because this is an invalid value when writing raws for entities. Do you have any idea what the circumstances are for these positions? I see for example with the priests. Can it be that PRIEST is REPLACED_BY HIGH_PRIEST and also by highest priest? In that case, number -1 means: &amp;quot;currently replaced&amp;quot;. It should not have a current holder. For example, can you check a site with a mayor, does the expedition leader has -1? in that case, its caused by replacement. &lt;br /&gt;
* Landholders are a strange bunch, I'm curious if you find out anything about those!&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 12:22, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thank you.&lt;br /&gt;
* Not sure. The thing is even if the goblins do overtake another site, no market officials will be created. So it is more likely an ethics or values thing. The same for the reduced number of different officials.&lt;br /&gt;
* Well no. And the thing about &amp;quot;Some religious entities&amp;quot; in that case is, that some religious entities do not have any positions (eg. due to no variable position being created during world gen for these religious entities), but all of these entities (with no positions) will probably not create an abbot (CUSTOM_LAW_MAKER), but priest and so on (if the world-gen could/would be restarted). But without checking all religious entities without positions in detail, it might be that in some cases an religious entity (which could create an abbot) does not have a position at the end of world gen. So while there is from one perspective some ambiguity, from another perspective it is very precise.&lt;br /&gt;
* The number -1 means that it is unlimited, meaning for that position an unlimited amount of assignments can be created.&lt;br /&gt;
* No there is no replacement between the priest. Look at the responsibilities for priest and the others. Also the highest priest is capped at one (ie. like the pope), while their is an unlimited number of high priests possible (like cardinals or bishops).&lt;br /&gt;
* So far all entries in the variable position were empty. So it seems that neither humans nor goblins are landholders. And I still need a little bit more familiarity with Lua, for a few more complicated scripts (which also correctly query the different abstract building types).&lt;br /&gt;
&lt;br /&gt;
In general some info is still missing. And also I am in a few cases not sure yet, what exactly is the case, so some ambiguity might also stem from that. Only at the last step I will try to remove (unneccessary) ambiguity.&lt;br /&gt;
&lt;br /&gt;
ps. At some point the commented out text passages should be removed (deleted), but if I would try to do it, it will be detected as possibly harmful and not be allowed.[[Special:Contributions/91.49.240.46|91.49.240.46]] 13:15, 12 February 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
* Ok ill help you remove the commented lines, but you really should create an account :-)&lt;br /&gt;
* The number unlimited is written in the raws as AS_NEEDED. is that correct? If you, i'll suggest to replace the -1 with AS_NEEDED, to make that consistent with other positions and understandability&lt;br /&gt;
* I dont think you'll find any other landholders by the way. I think it isnt in variable positions to have that. Landholders arent also neccesary to let the game run and simulate an interesint world, while these variable positions are.&lt;br /&gt;
[[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 14:52, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* Well I might eventually create an account, iff no email address (etc.) needs to be provided.&lt;br /&gt;
* The translation of data into understandable form is not a priority, but -1 will be changed eventually (or a note added).&lt;br /&gt;
&lt;br /&gt;
ps. I will probably not edit anything in the next few hours on the article, so now or maybe tommorrow might be a good idea to remove the lines currently commented out.[[Special:Contributions/91.49.240.46|91.49.240.46]] 15:21, 12 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Most of the &amp;quot;easy&amp;quot; work has been done. Next steps would be (not necessarily in the stated order):&lt;br /&gt;
1. replacing/removing the technical flags.&lt;br /&gt;
2. further research on what the concret requirements for the creation of different official and market official positions on site level is.&lt;br /&gt;
3. Figureing out the reason why goblins so far only create variable positions on site level, when the leader was a custom bandit leader (ie. at least in case of the forced admin it should be possible).&lt;br /&gt;
4. Figureing out why the goblins only create a subset of all possible variable official positions (both on site and civ level).&lt;br /&gt;
5. Researching why the goblins do not create custom market officials.&lt;br /&gt;
6. Figureing out why in some cases the dwarves use the generic forced admin and not the forced admin from the dwarven raws.&lt;br /&gt;
7. Removing any ambiguity (if possible) from the page and improve understandability. For that I suggest that with pointing to the unclear part a discussion entry is made, so that I am made aware of it and can then clear it up.&lt;br /&gt;
8. Improve formatting and table presentation: ie. possibly move some info to other tables to reduce table width (of the existing table). Or use smaller fonts (scaling) for some table entries. etc.&lt;br /&gt;
9. Figureing out (and testing) which other values in the tags [variable_positions] (and variable_site_positions) are valid. I do not think that it is only [variable_positions:all]. (This won't be done by me).&lt;br /&gt;
10. Add section(s) for modifing the game data, so that in an existing world a few more variable positions are created (and filled with historical figures). So that the variable positions then function as if the variable positions had already been created (and filled) during world gen.&lt;br /&gt;
&lt;br /&gt;
I am probably missing a few things. But that is all for now, from my part. Further edits (by me) to the variable positions page will not be done before next week.[[Special:Contributions/91.49.240.46|91.49.240.46]] 17:32, 13 February 2026 (UTC)&lt;br /&gt;
----&lt;br /&gt;
a few thoughs on your questions:&lt;br /&gt;
3: I quess that the most important factors are their DEFAULT_SITE_TYPE and their values. 4: same. See: [[https://www.bay12forums.com/smf/index.php?topic=110027.msg8610297#msg8610297]]. 5: Because there are no markets in the dark fortress. 6: I think that the entity MOUNTAINS (dwarves) always uses the raw-forced administrator. I think that what you have seen, are probably not entity type 1, but maybe like outcasts or villains or whatever.  9: I can see what i can do [[User:Joostheger|Joostheger]] ([[User talk:Joostheger|talk]]) 21:10, 17 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Well the dwarves are (probably) supposed to only use the forced&lt;br /&gt;
administrator as defined in the raws, but they are not.&lt;br /&gt;
&lt;br /&gt;
In one case the site ruled by the forced administrator was originally&lt;br /&gt;
a human site, which was then taken over by a (dwarven) necromancer.&lt;br /&gt;
Afterwards a dwarven civ defeated the necromancer forces and formed a new government with a forced administrator (with precedence 100).&lt;br /&gt;
And the government still rules at the end of world gen.&lt;br /&gt;
&lt;br /&gt;
The other was originally a dwarven site (hillock). &lt;br /&gt;
It was then taken over by a necromancer (again dwarven).&lt;br /&gt;
The dwarves (original owners) then took the site back and put&lt;br /&gt;
a forced administrator in place (again with precedence 100). But the&lt;br /&gt;
site did change its owner again afterwards.&lt;br /&gt;
&lt;br /&gt;
To 3.: The goblins can take over other sites, so that is unlikely the cause. And would also not explain why the goblins with a custom bandit leader do create some officials, but the forced admin does not. (It is a totally different question, why the normal goblin site leaders do not create any officials.)&lt;br /&gt;
&lt;br /&gt;
To 4.: Well for one thing the ethics (and not the values) might play a role (ie. most things being a &amp;quot;personal matter&amp;quot;). For some other things (chef, grain official) it is probably either that the goblins do neither drink nor eat or it is (indirectly) because of that as they might not have some labors/jobs (see [[https://dwarffortressbugtracker.com/view.php?id=11727]]). The later is probably also the reason, why they do not have doctors. The values on the other hand will probably play a role, whether the custom law maker is a diplomat (or has the military strategy responsibility).&lt;br /&gt;
&lt;br /&gt;
To 5.: Again the goblins can take over other sites, so unless they always destroy the markets, when they occupy such a site, this cannot be the reason. But needs to be something else.&lt;br /&gt;
&lt;br /&gt;
To. 9: The question is, whether the definitions allows multiple variable_position tags (resp. site variable position tags) or if only one is evaluated (and used). Furthermore the question is, whether only ALL and the name of a responsibility (like MANAGE_WORK_ORDERS) is allowed or if the name of the custom officials (as used as code) is also valid. And then a follow-up question would be, if ie. MILITARY_STRATEGY is written as entry, whether this will always create the CUSTOM_MILITARY_STRATEGY. And what about the cases, when an official has usually two responsibilities (like the &amp;quot;chef&amp;quot;), will that official be created with only one resp., if only one is given. Do both responsibilities need to be written (ie. with a comma as separator) in one tag. But that are all modding related questions (and not questions for modifying an existing world).&lt;br /&gt;
&lt;br /&gt;
BTW: In many cases, when I looked into the history, a forced administrator was created usually after a site had been taken over by a necromancer (some time before). But I have not figured out yet, how I can easily check (from the entity definition), which group belongs to a necromancer and which not.[[Special:Contributions/91.49.240.46|91.49.240.46]] 16:44, 18 February 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Variable Positions and Quests ==&lt;br /&gt;
&lt;br /&gt;
Quiet a few variable positions do have the same flags set as ie. the CUSTOM_BANDIT_LEADER (who is according to the Quest page) able to give out quests to adventurers, allthough some of the variable positions do not have any squads (which again according to the Quest page is necessary to be able to give out quests), but then again the question is, whether that information on the Quest page (which seems to have been more or less only been migrated from an older version to the current v5x version) is current (or has even been correct for the older version). It is probably a good idea if someone tests out in the adventure mode, if ie. the guild leader (dean/doyen), merchant corporation leader (and representative) and other variable positions (who are mentioned on this page to have the quest_giver and/or kill_quest flag set) are able to give out quests to adventurers and then ie. update the Quest page with the results.[[Special:Contributions/91.49.240.46|91.49.240.46]] 14:05, 7 March 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Holding multiple variable positions in world-gen. ==&lt;br /&gt;
&lt;br /&gt;
Well while checking something else, I did come across a human necromancer, who currently holds 4 (variable) position assignments (and which are not former position assignments). The first three positions belong to an OUTCAST group, where the human holds the CUSTOM_OUTCAST_LT position (first assignment still active) and then two different CUSTOM_OUTCAST_FACTOR (assignments). The last position is the CUSTOM_LAW_MAKER (law-giver) of a human civilization (gained afterwards). The information is via dfhack and legends of a world directly after finishing world-gen (for the dfhack info a new game was started in the world and either before selecting the type of the game dfhack was used for analyzing the current game data or after selecting legends mode and analyzing the current game data with dfhack in addition to using the legends). In how far the necromancer is fullfilling all assignments is - of course - a totally different matter. An indepth analysis, how seldom/rare it is and which entities and position assignments are possible, will be done at a later date (possibly end of this month).[[Special:Contributions/91.49.243.26|91.49.243.26]] 11:52, 14 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Variable_positions&amp;diff=315502</id>
		<title>Variable positions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Variable_positions&amp;diff=315502"/>
		<updated>2026-03-14T11:38:59Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Site Governments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This page documents the variable positions that entities create when neccesary. This is - in vanilla - the case for [[human]] and [[goblin]] [[Civilization|civilizations]], but also for merchants' companies, guilds, mercenary groups, [[Religion|religious groups]] and [[Criminal|criminal]]s.&lt;br /&gt;
&lt;br /&gt;
= Introduction = &lt;br /&gt;
Initially none of the positions marked as variable do exist for an entity. The positions will only exist for a given entity, if they are either created during world-gen, world activities(?) or by memory hacking or scripting (ie. with Lua). Ie. in vanilla all human civilizations have at the beginning of the world-generation no positions at all, neither on the site nor civ level, as all positions of the vanilla human civs are marked as variable (variable positions: all). When a variable (civ level) position is created, the position is only created for that civilization (entity) and not for any other entities of the same type. Ie. the creation of a law-giver for one human civ does not create law-givers for other human civs.&lt;br /&gt;
&lt;br /&gt;
Also presumably all site-level positions for each entity are created on a per site basis, meaning the creation of a site ruler for one site (of a civ) does not also create the site ruler positions for any other site (of that civ).&lt;br /&gt;
&lt;br /&gt;
The existence of a variable position does not mean that the position will also be filled by a historical figure. But during world-gen the creation of a position will usually be followed up with the position being filled. Ie. the human historical figure who forced the creation of a law-giver position, will usually become the first law-giver.&lt;br /&gt;
&lt;br /&gt;
For the succession rules of a variable position (after the position has been initially filled by a historical figure), presumably, the same rules as for non-variable positions apply.&lt;br /&gt;
&lt;br /&gt;
(Disclaimer: The following only applies during world-gen and normal world activities. Scripting and memory hacking can circumvent the normal limitations, but with currently unknown results).&lt;br /&gt;
&lt;br /&gt;
For civ level entities, if the law-giving position is a variable position, the law-giving position does not (seem to) have any further requirements to be created (ie. no other position being already created). Ie. this position can be created by force (or popular support etc.) by any historical figure of that civ. But for all other variable (civ-level) positions the law-giving position must exist as usually the historical figure, who is the law-giver, does create the other variable positions (for various reason).&lt;br /&gt;
&lt;br /&gt;
Something similar is probably the case for site level positions. Ie. if the ruler of a site is a variable position, that position needs to be created, before any other site-level variable positions can be created. And the site ruler can afterwards create other variable positions for that site. It is not yet clear if a site level ruling position can be created before a civ level ruling (law-giving) position is created (or exists). This also means that it should be possible, via memory-hacking or scripting, to create (and fill) the variable site level positions (for a player site), at least after the civ level law-giving position has been created (and the law-giving position has been filled), so that a human player site gets the maximum possible human site level positions (with the normal appointment rules for the succession/reappointment of the positions), without having to edit the raw files (as outlined in the human civ page), prior to creating a world, to make the variable positions of human civilisations to &amp;quot;static&amp;quot; ones.&lt;br /&gt;
&lt;br /&gt;
Presumably for guilds (Merchant Guild and others), mercenary groups, religious orders (and criminals) also a &amp;quot;leader&amp;quot; position needs to be created by a historical figure, before other variable positions for that entity can be created.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
So far, no restrictions on allowed_class or allowed_creature have been found and also the rejected_creature and rejected_class entries are always empty. Squad_size is 0, except when a variable position (in the following sections) explictly states otherwise (ie. squad size for CUSTOM_BANDIT_LEADER, CUSTOM_LAW_MAKER and CUSTOM_LAW_MAKER_2 is 20). Also most other entries (of entity_position entry under &amp;quot;own&amp;quot;) not mentioned in their section have standard values (ie. are empty). The best_appointment_precedence of all positions is 30001. Also the execution skill is always set to &amp;quot;-1&amp;quot; even for the CUSTOM_OFFICIAL_9, whose sole responsiblity is executions.&lt;br /&gt;
&lt;br /&gt;
Also variable positions are usually only created (with the exception, if they replace another position), if the position will have at least one responsibility the already created (existing) positions for that entity does not have, regardless of whether there are any more prerequisites for a variable position to be created.&lt;br /&gt;
&lt;br /&gt;
== Sources to process ==&lt;br /&gt;
See spoiler-sections of those posts. &lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=178697.msg8295235#msg8295235&lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=175434.msg8084095#msg8084095&lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=175434.msg8083631#msg8083631 (first answer)&lt;br /&gt;
&lt;br /&gt;
= Civilizations =&lt;br /&gt;
If all positions of a civ are variable, then the CUSTOM_LAW_MAKER position needs to be created (in world-gen), before other positions (of the possible positions) can be created. After the creation (and filling) of the law-maker positions, the other variable positions (both CUSTOM_OFFICIALS_i and CUSTOM_MARKET_OFFICIALS_i, where i stands for a non-zero natural number) can be created in any order. These other positions are then always appointed by the law-maker of the civ. The law-maker position itself uses succession by heir.&lt;br /&gt;
&lt;br /&gt;
In contrast to e.g the positions of the dwarven civilizations, where the site nobility positions (eg. baron, duke) do get added to the own position list (vector) of the civilization, the CUSTOM_LAW_MAKER (and CUSTOM_LAW_MAKER_2) positions (of a site government) are not added to the own position list (at least for civs with all variable positions). The &amp;quot;own&amp;quot; positions list (of the civ entity) only exclusively contains the variable positions of the civ, which are all created by the civ, and no positions which are the &amp;quot;ruler&amp;quot; of a site (even if the variable site position was appointed by the law maker of the civ). Also the &amp;quot;site&amp;quot; positions list is empty (or at least no entries were found so far).&lt;br /&gt;
&lt;br /&gt;
The CUSTOM_LAW_MAKER position for goblins civs (in vanilla) are automatically created with the creation of the entity and there is no historical event which mentions the creation of that position. For the CUSTOM_LAW_MAKER positions of the human civs there is always a historical event which mentions the creation of that position, where the creation reason &amp;quot;As a matter of fact&amp;quot; is not possible, all other reasons, which are &amp;quot;Collaboration&amp;quot;, &amp;quot;Threats of Violence&amp;quot;, &amp;quot;Force of Argument&amp;quot; and &amp;quot;Wave of popular support&amp;quot;, are possible (and seem equally likely to be used).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview over the different possible rulers of a human or goblin civilization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!succession type!!Responsibilities!!Demands!!Mandates!!Precedence!!is diplomat!!human!!goblin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|master&lt;br /&gt;
|none&lt;br /&gt;
|law making, military goals, military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|master&lt;br /&gt;
|none&lt;br /&gt;
|law making, military goals, &lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
|law making, make peace agreements, military goals, military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
|law making, make peace agreements, military goals&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Otherwise it seems totally random, whether a ruler (law-giver) is a diplomat or not (ie. for human civilizations the position creation reason and the civilization values do not play any role at all). Also note that the master of a goblin civilization does not have peace agreements as a responsibility.&lt;br /&gt;
&lt;br /&gt;
The creation of all non-ruling positions, ie. CUSTOM_OFFICIALs, of a civ are mentioned in the history, where all CUSTOM_OFFICIALs and CUSTOM_MARKET_OFFICIALs will always be created &amp;quot;as a matter of course&amp;quot;, only the CUSTOM_MILITARY_GOALS and CUSTOM_MILITARY_STRATEGY positions can be created by any reason (including &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the possible non-ruling civ-level positions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name prefix!!Name&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;!!Responsibilities!!Demands!!Mandates!!Precedence!!Number!!Flags1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!Flags2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!Color!!human!!goblin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_1&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&amp;quot;keeper of the seal&amp;quot; / chancellor&lt;br /&gt;
|receive diplomats, make introductions and make topic agreements; optional: espionage&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_2&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|justiciar&lt;br /&gt;
|law enforcement, collect taxes&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_3&lt;br /&gt;
|yes&lt;br /&gt;
|treasurer&lt;br /&gt;
|trade, accounting&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_4&lt;br /&gt;
|yes&lt;br /&gt;
|advisor/counselor&lt;br /&gt;
|advise leaders&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_5&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|chamberlain&lt;br /&gt;
|oversee leader household&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|master of beasts&lt;br /&gt;
|tame exotics, manage animals&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_7&lt;br /&gt;
|yes&lt;br /&gt;
|butler / cup-bearer&lt;br /&gt;
|manage leader household food and drinks&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_8&lt;br /&gt;
|yes&lt;br /&gt;
|doctor&lt;br /&gt;
|health management&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|310&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_9&lt;br /&gt;
|yes&lt;br /&gt;
|executioner&lt;br /&gt;
|executions&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|320&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_10&lt;br /&gt;
|yes&lt;br /&gt;
|chef&lt;br /&gt;
|prepare leader meals&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|330&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_11&lt;br /&gt;
|yes&lt;br /&gt;
|housekeeper&lt;br /&gt;
|manage leader household cleanliness&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|340&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
|no&lt;br /&gt;
|general/(field) marshal / constable&lt;br /&gt;
|military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_GOALS&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|war leader&lt;br /&gt;
|military goals, optional: military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|}&lt;br /&gt;
: ''Note'': &lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): Name prefix can be empty.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Name prefixes are: high, head, chief and royal.&lt;br /&gt;
&lt;br /&gt;
In the above table the responsibility &amp;quot;espionage&amp;quot; of the CUSTOM_OFFICIAL_1 is optional. A civ needs to have a &amp;quot;cunning&amp;quot; value of at least 11 for the CUSTOM_OFFICIAL_1 to have the responsibility, otherwise the official will not have the espionage responsibility, consequentially all CUSTOM_OFFICIAL_1 of goblin civs will have the espionage responsibility (as their default cunning value is 15). Only if the CUSTOM_OFFICIAL_1 is created with the &amp;quot;espionage&amp;quot; responsibility such officials can also be created for the site governments, where the leader of the site-government is not called &amp;quot;law-giver&amp;quot;, (as all other responsibility are already performed by the standard custom site ruler). Also, the columns &amp;quot;human&amp;quot; and &amp;quot;goblin&amp;quot; dictate whether human and/or goblin civilizations can have the positions.&lt;br /&gt;
&lt;br /&gt;
= Site Governments =&lt;br /&gt;
If all positions of a civ (and with that of a site government) are variable, then a leader position for the site government needs to be created (in world-gen), before other positions (of the possible variable positions) can be created. The created position is usually the CUSTOM_LAW_MAKER, but other positions have been found, ie. CUSTOM_BANDIT_LEADER and FORCED_ADMINISTRATOR. &lt;br /&gt;
&lt;br /&gt;
Note that if a site is taken over during a war, then a new leader can be created directly with the formation of a new site government (even if the all site positions of the new owning civ are variable and the old site government did not have any leaders), in such cases the new leader position is either a FORCED_ADMINISTRATOR or - rarer - a CUSTOM_LAW_MAKER (only found, if the site taken over was a Town and both the defending and attacking civilization was human).&lt;br /&gt;
&lt;br /&gt;
Note that human and goblin civilizations can also create further site positions, if the current site leader is the CUSTOM_BANDIT_LEADER (both) or FORCED_ADMINISTRATOR (only encountered/found in case of humans). All other races (eg. dwarves and elves) cannot.&lt;br /&gt;
&lt;br /&gt;
Also a CUSTOM_LAW_MAKER can be created for a site government (of a human civilization) before a CUSTOM_LAW_MAKER for the civilization has been created.&lt;br /&gt;
&lt;br /&gt;
Also note that not all site government entities need to be a child of a civilization entity, if they are not, then the CUSTOM_BANDIT_LEADER is used as a site-ruler (regardless of race, ie. even dwarven and the rare elven site government without connection to a civ will use the CUSTOM_BANDIT_LEADER as initial ruler/leader). Ie. a Necromancer founding a tower will generate a site government (or site entity), which does not have any parent entity, and does function as a civ entity for any of its child entities (and will use the CUSTOM_BANDIT_LEADER as ruler). But such Necromancer entities are not the only site entities without a parent civ (which can have positions), ie. some (all?) groups construction forts (and where the creation of the entity coincidies with the construction of the fort) will also not have a parent civ (and use the entity type site).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the possible leader positions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!Responsibilities!!squad&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; size!!Demands!!Mandates!!Precedence!!goblin!!human!!elf!!dwarf!!flags!!appointment type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55 or 10 (rare)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|standard bandit leader&lt;br /&gt;
|elected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_ADMINISTRATOR&lt;br /&gt;
|administrator&lt;br /&gt;
|law making, receive diplomats, meet workers, make topic agreements&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|100&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|forced admin&lt;br /&gt;
|none&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_ADMINISTRATOR&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|administrator&lt;br /&gt;
|law making, receive diplomats, meet workers, make topic agreements&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|65&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|dwarf forced admin&lt;br /&gt;
|none&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|law-giver&lt;br /&gt;
|law making, make peace agreements, military goals; optional&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;: military strategy&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|civ law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&lt;br /&gt;
|lord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|lord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|40&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|baron&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|41&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir; appointed by law-giver (civ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER_2&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|baron&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|35&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir; optional: appointed&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): Only leader position, if the entity (site-government) is not a child of a civilization, but can also appear, if the entity has a parent civ. Only site leader position of goblins, where other site positions will be created (both cases: with civ and without civ).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): 2 of the 53 forced administrator positions of dwarves (in a large 250 year histor world-gen world with many civs) used this forced administrator (rather than the one defined in the raws). No site official positions found for goblins so far, if the leader was a forced administrator.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): The position has no appointed_by defined, nor any form of succession by position or heir. And the position is also not elected. So how and if a forced admin gets refilled, in case of death of the previous position holder, is unclear.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): This is the forced administrator as defined in the (vanilla) dwarf raws.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Was created once in a large 250 year history world-gen world with many civs. The parent civ did not have a law-maker position created. But this definition is not always used, if the law-maker position of the parent civ has not been created. Also the site-entity was the original owner/creator of the site.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;): This position can get created for a newly formed site-entity, if a site-entity has created the law-maker position and afterwards the site-entity gets conquered by another entity (of the same civ) and at the time of conquest no law-giver was created (yet) for the civ.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;: Can be created (and replaces the former site ruler), if the ruler (of a human site entity) was either a FORCED_ADMINISTRATOR or a CUSTOM_LAW_MAKER with the name &amp;quot;lord&amp;quot;.&lt;br /&gt;
:*  &amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;): If the squad size is greater than zero, then the squad members are called soldiers (CUSTOM_BANDIT_LEADER) or hearthpeople (otherwise).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;): Always appointed by the law-giver of the civilization, if the previous site leader was a forced administrator. Otherwise the appointed_by (and appointed_by_civ) definition is either empty or set to the law-giver of the civ, eg. a CUSTOM_LAW_MAKER_2, which replaces a CUSTOM_LAW_MAKER, can be appointed (in which case appointed by the law-giver of the civ) or not be appointed at all.&lt;br /&gt;
:* &amp;quot;by heir&amp;quot; in the appointment type definition entry means, that the succession is by heir. If nothing else is mentioned in the table cell, then the position did get filled immediatly upon creation of the position and the first position holder was not appointed by the civ-leader, otherwise the first position holder was appointed by the civ-leader.&lt;br /&gt;
:* &amp;quot;standard bandit leader&amp;quot; entry in &amp;quot;flags&amp;quot; table cell means the same flags as the CUSTOM_BANDIT_LEADER of bandit groups are set.&lt;br /&gt;
:* &amp;quot;forced admin&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, quest_giver, special_burial.&lt;br /&gt;
:* &amp;quot;dwarf forced admin&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color,  menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, special_burial.&lt;br /&gt;
:* &amp;quot;standard leader&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver, special_burial.&lt;br /&gt;
:* &amp;quot;civ law-giver&amp;quot; entry in &amp;quot;flags&amp;quot; table cell means that the flags of the CUSTOM_LAW_MAKER (civ level) are set, where the is_diplomat flag is only set, if (and only if) the law-giver does not have the military strategy responsibility. Also in this case the is_diplomat flag is only set, if the &amp;quot;law-giver&amp;quot; (of the site entity) does not have the military strategy responsibility.&lt;br /&gt;
:* Remark to forced administrator: The only differences between the forced administrator (only usable by the dwarves and defined in the raws) and the other forced administrator are, that the forced administrator of the dwarves is not a quest giver, does not rule from a location and has a different precedence.&lt;br /&gt;
:* The color of all leaders is the standard noble color (5,0,1), except for the forced administrators, who uses a different color entry (5,0,0).&lt;br /&gt;
&lt;br /&gt;
If a leader does exist for a site entity, other variable positions can be created for that entity. In rare cases a variable official (or market official) position can even be created, if the requirements are not met (at least one of the flags has_met_pop_req and has_met_market_req is false for the position entry).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the non-ruler variable positions of a site government.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name prefix&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!Name!!Name suffix&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!Responsibilities!!Demands!!Mandates!!Precedence!!Number!!Color!!human!!goblin!!add. flags&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_1&lt;br /&gt;
|no&lt;br /&gt;
|sewer &lt;br /&gt;
|always&lt;br /&gt;
|maintain sewers&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|500&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_2&lt;br /&gt;
|no&lt;br /&gt;
|grain / harvest &lt;br /&gt;
|always&lt;br /&gt;
|food supply&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_3&lt;br /&gt;
|no&lt;br /&gt;
|fire &lt;br /&gt;
|always&lt;br /&gt;
|fire safety&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|475&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_4&lt;br /&gt;
|no&lt;br /&gt;
|judge / magistrate / justice&lt;br /&gt;
|no&lt;br /&gt;
|judge&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|350&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_5&lt;br /&gt;
|no&lt;br /&gt;
|building &lt;br /&gt;
|always&lt;br /&gt;
|construction permits, building safety&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|460&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|road&lt;br /&gt;
|always&lt;br /&gt;
|maintain roads, bridges and tunnels&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|375&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_1&amp;lt;sup&amp;gt;6,7,8&amp;lt;/sup&amp;gt;&lt;br /&gt;
|optional&lt;br /&gt;
|&amp;quot;keeper of the seal&amp;quot; / chancellor&lt;br /&gt;
|no&lt;br /&gt;
|espionage&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_2&amp;lt;sup&amp;gt;7,9&amp;lt;/sup&amp;gt;&lt;br /&gt;
|optional&lt;br /&gt;
|justiciar&lt;br /&gt;
|no&lt;br /&gt;
|collect taxes&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_3&lt;br /&gt;
|always&lt;br /&gt;
|treasurer&lt;br /&gt;
|no&lt;br /&gt;
|trade, accounting&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_4&lt;br /&gt;
|always &lt;br /&gt;
|advisor / counselor&lt;br /&gt;
|no&lt;br /&gt;
|advise leaders&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_5&lt;br /&gt;
|optional &lt;br /&gt;
|chamberlain&lt;br /&gt;
|no&lt;br /&gt;
|oversee leader houshold&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|master of beasts&lt;br /&gt;
|no&lt;br /&gt;
|tame exotics, manage animals&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_7&lt;br /&gt;
|always &lt;br /&gt;
|butler / cup-bearer&lt;br /&gt;
|no&lt;br /&gt;
|manage leader houshold food and drinks&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_8&lt;br /&gt;
|always &lt;br /&gt;
|doctor&lt;br /&gt;
|no&lt;br /&gt;
|health management&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|310&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_9&lt;br /&gt;
|always &lt;br /&gt;
|executioner&lt;br /&gt;
|no&lt;br /&gt;
|executions&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|320&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_10&lt;br /&gt;
|always &lt;br /&gt;
|chef&lt;br /&gt;
|no&lt;br /&gt;
|prepare leader meals&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|330&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_11&lt;br /&gt;
|always &lt;br /&gt;
|housekeeper&lt;br /&gt;
|no&lt;br /&gt;
|manage leader houshold cleanliness&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|340&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_STRATEGY&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|general/(field) marshal / constable&lt;br /&gt;
|no&lt;br /&gt;
|military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_GOALS&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|war leader&lt;br /&gt;
|no&lt;br /&gt;
|military goals, optional: military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Notes'': &lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The possible name prefixes are &amp;quot;chief&amp;quot;, &amp;quot;head&amp;quot; and &amp;quot;high&amp;quot; (always) and also &amp;quot;royal&amp;quot;, if the site leader has the name &amp;quot;law-giver&amp;quot;. The name prefix can be empty, if the cell entry is &amp;quot;optional&amp;quot;. A name prefix will always be present, if the cell entry is &amp;quot;always&amp;quot;.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): The possible name suffixes are &amp;quot;administrator&amp;quot;, &amp;quot;caretaker&amp;quot;, &amp;quot;commissioner&amp;quot;, &amp;quot;master&amp;quot; and &amp;quot;official&amp;quot;. A name suffix will always be present, if the cell entry is &amp;quot;always&amp;quot;.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): The additional flags are: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): Only ever created, if the first site leader was a FORCED_ADMINISTRATOR. Can even be created, if the FORCED_ADMINISTRATOR has already been replaced by a CUSTOM_LAW_MAKER_2.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Only created, either after the CUSTOM_MILITARY_GOALS position was created and the CUSTOM_MILITARY_GOALS position was not created with the military strategy responsibility or if the leader has the name law-giver (and does not have the military strategy responsibility). Can even be created, if the first site leader was a FORCED_ADMINISTRATOR, who has already been replaced by a CUSTOM_LAW_MAKER_2.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;): If the leader name is not law-giver (and the first site leader was not a FORCED_ADMINISTRATOR), then a CUSTOM_OFFICIAL_1 has the espionage responsibilty. All CUSTOM_OFFICIAL_1 of a civ (regardless of whether the CUSTOM_OFFICIAL_1 belongs to a site government or the civ government) will either have the espionage responsibility or do not have the espionage responsibility. &lt;br /&gt;
:* &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;): If the leader has the name law-giver then this official position has the responsibilities (and also optional resp.) as given in the civ table for the official position and not the responsibilities as in this table. Ie. that is the only case where a CUSTOM_OFFICIAL_1 can be created for a site government without the espionage responsibility.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;): The CUSTOM_OFFICIAL_1 has always the responsibility make introductions, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;): The CUSTOM_OFFICIAL_2 has always the responsibility law enforcement, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).&lt;br /&gt;
:* In the above table the columns &amp;quot;human&amp;quot; and &amp;quot;goblin&amp;quot; donate, whether a site government of a human civilization or of a goblin civilization can have that position (or at least, if the position was encountered so far). Note so far only goblin site governments with a CUSTOM_BANDIT_LEADER did have further positions created.&lt;br /&gt;
:* All CUSTOM_MARKET_OFFICIALs created during world-gen seem to have an already constructed market present (and thus are not created for site governments ruling over a Hamlet or a Dark Pit as Hamlets and Dark Pits cannot have a market, but need to be a Town or Dark Fortress). Additionally the CUSTOM_MARKET_OFFICIAL_1 needs an already constructed sewer (which seems to be only created, after both a market and a keep are constructed). Also note that sewers are only constructed in towns (in contrast to ie. markets, which can also be found/constructed in other site types like Dark Fortresses, Fortresses, Hillocks, Caves and Forest Retreats).&lt;br /&gt;
:* In addtion to the above table the &amp;quot;best_appointment_precedence&amp;quot; is 30001. Also the following flags are set (true) for all officials, regardless, of whether belonging to a human or goblin site government: duty_bound, has_responsibilities, do_not_cull, color, menial_work_exemption and has_received_positions.&lt;br /&gt;
:* All of the positions are appointed by the current ruler of the site (ie. CUSTOM_LAW_MAKER, CUSTOM_BANDIT_LEADER, FORCED_ADMINISTRATOR), except the CUSTOM_MILITARY_STRATEGY position will be appointed by the CUSTOM_MILITARY_GOALS position, if the CUSTOM_MILITARY_GOALS position was created prior and the current ruler of the site government is a forced administrator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally the position entry usually has the flag active set and the flag is_replaced is false, otherwise the position would no longer be active (and might have been replaced).&lt;br /&gt;
&lt;br /&gt;
= Bandits =&lt;br /&gt;
Bandits use the entity types 4 and 7, which are nomadic groups (type 4) and outcasts (type 7). It must also be noted that some CUSTOM_BANDIT_LEADER positions are used by site governments (typically goblin site governments) both with and without a parent civilization (site government is not a child of an entity of type 0). The creation of CUSTOM_BANDIT_LEADER and CUSTOM_OUTCAST_FACTOR positions is never mentioned as a historical event, but the creation of CUSTOM_OUTCAST_LT is (and is always created &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview over the possible variable positions used by bandits (some further info on bandit leaders is below the table).&lt;br /&gt;
 &lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!squad size!!Demands!!Mandates!!Precedence!!Number!!add. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!rules from location!!entity type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|nomadic, outcast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|nomadic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OUTCAST_LT&lt;br /&gt;
|lieutenant&lt;br /&gt;
|appointed by bandit leader&lt;br /&gt;
|patrol territory, attack enemies&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|160&lt;br /&gt;
| -1&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|outcast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OUTCAST_FACTOR&lt;br /&gt;
|representative&lt;br /&gt;
|appointed by bandit leader&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|70&lt;br /&gt;
| -1&lt;br /&gt;
|yes (except is_law_maker)&lt;br /&gt;
|yes&lt;br /&gt;
|outcast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): Additional flags are: is_law_maker, flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt and quest_giver&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): Only difference to the other CUSTOM_BANDIT_LEADER is the increased precedence of 10, encountered in 11 of 148 bandit leaders (148 of 175 nomadic groups had leaders). The reason is of yet unknown, except that the CUSTOM_BANDIT_LEADER is also used by the goblin civilization (and some site governments, without an entity link to a parent civ, had a nomadic group with a custom bandit leader as a child entity). &lt;br /&gt;
:* Further note the common flags of these positions are: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
:* The entity type in the above table refers to the (as displayed by dfhack's gm-editor, when viewing an entity).&lt;br /&gt;
&lt;br /&gt;
Additionally the bandit leader (CUSTOM_BANDIT_LEADER) always has a squad size of 20 and the squad members are refered to as &amp;quot;bandits&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Religious Entities =&lt;br /&gt;
Some religious entities, which are considered &amp;quot;child&amp;quot;-entities of civilizations (no religious entity which was not a &amp;quot;child&amp;quot; of a civ entity has been found so far), also have variable positions - the other religious entities have no positions at all.&lt;br /&gt;
If a religious entity rules a site (always monastery?), then the only variable position (of that entity) seems to be the CUSTOM_LAW_MAKER and the name of the position seems to be always &amp;quot;abbot&amp;quot;.&lt;br /&gt;
Otherwise the variable positions PRIEST, HIGH_PRIEST and HIGHEST_PRIEST can be created for that religious entity, where any such entity, if it has a position, will always have the PRIEST as position. Afterwards, the position HIGH_PRIEST can be created and at last - after the HIGH_PRIEST was created - the HIGHEST_PRIEST can be created. The names of these position are randomly created (more about the name generation is currently out-of-scope, ie. why a PRIEST might be called &amp;quot;sacred squid&amp;quot;, &amp;quot;holy burial&amp;quot;, &amp;quot;sacred rumor&amp;quot;, &amp;quot;holy lemon&amp;quot; or &amp;quot;sacred paper&amp;quot; is out-of-scope at least for this wiki article). No temple is needed in an associated site for a religious entity (not ruling from a monastery) to create a priest, high priest or highest priest position.&lt;br /&gt;
&lt;br /&gt;
Note that there is no historical event that mentions the creation of a PRIEST, HIGH_PRIEST or HIGHEST_PRIEST position.&lt;br /&gt;
&lt;br /&gt;
An overview on the positions of religious entities is given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!name prefix!!name!!appointment type&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;!!Responsibilities!!Precedence!!Demands!!Mandates!!number!!missing common flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!additional flags&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|abbot&lt;br /&gt;
|heir&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|100&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|is_diplomat&lt;br /&gt;
|all &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!PRIEST&lt;br /&gt;
|holy or sacred&lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|religion&lt;br /&gt;
|200&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HIGH_PRIEST&lt;br /&gt;
|high, first or exalted &lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|law_making, receive diplomats and make topic agreements&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
|all (except determines_coin_design)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HIGHEST_PRIEST&lt;br /&gt;
|absolute or most sacred/high/exalted&lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|law_making, receive diplomats and make topic agreements &lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|none&lt;br /&gt;
|all (except determines_coin_design)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The common flags are: duty_bound, has_responsibilities, chat_worthy, do_not_cull, is_leader, is_diplomat, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions and has_met_market_req. So if one of the flags is mentioned in a column, then the position does not have that flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): The additional flags (in this case) are: is_law_maker, flashes, brag_on_kill, kill_quest, exported_in_legends, account_exempt, quest_giver, special_burial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): Is always the only position for that religious entity. And so far any such entity, which was found, always governed/ruled a monastery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): The name is one of the possible &amp;quot;name prefixes&amp;quot; for the position written before a completely random word, which may or may not depend on the religious spheres/domains worshipped by that religion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): The appointment/succession type is actually determined by flags, ie. elected and succession_by_heir. One of the flags is also true for these positions (but not explicitly mentioned in the common/additional flags).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes: The PRIEST, HIGH_PRIEST and HIGHEST_PRIEST have a variable color entry, but the color-flag (of the position entry) is false, so it is unclear whether currently the color entry has any effect.&lt;br /&gt;
&lt;br /&gt;
= Mercenary Group =&lt;br /&gt;
&lt;br /&gt;
All mercenary entities will have at least one position (the CUSTOM_MERCENARY_LEADER), this position is created with the creation of the group (and the creation of the entity is marked - in the history/legends - with the filling of the leader position). The only other possible position is the CUSTOM_MERCENARY_TREASURER and the creation of the CUSTOM_MERCENTARY_TREASURER is mentioned as a historical event (and is always created &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Basic information about both positions are found in the table below (and the explanations below the table).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!Precedence!!Demands!!Mandates!!number!! imp. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MERCENARY_LEADER&lt;br /&gt;
|usually &amp;quot;warlord&amp;quot;, &amp;quot;leader&amp;quot;, &amp;quot;general&amp;quot; or &amp;quot;overlord&amp;quot; but very unusual names are possible (see below table)&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1 &lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MERCENARY_TREASURER&lt;br /&gt;
|treasurer&lt;br /&gt;
|elected&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|160&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The imp. flags are flashes, brag_on_kill, chat_worthy, punishment_exemption, kill_quest and quest giver.&lt;br /&gt;
&lt;br /&gt;
Both positions also have the is_leader flag and the following flags: duty_bound, has_responsibilities, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
&lt;br /&gt;
For the mercenary leader also illustrous names such as lord twinkle, lord duty, lord savant, maze commander or secret commander can be created. In these cases the name seems to be generated by either adding a random word after the word lord or adding a random word before commander. Note that mercenary groups can bestow honors on either their members or their leaders and in case of leader only honors it might be that, instead of the leader name, the name of the currently highest bestowed honor (on the leader) is used.&lt;br /&gt;
&lt;br /&gt;
= Guilds =&lt;br /&gt;
All guilds will always have all four of the variable positions mentioned in this section. Note that &amp;quot;merchant guilds&amp;quot; are merchant companies and an entirely separate entity.&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the four guild positions.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!precedence!!demands!!mandates!!number!!add. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_LEADER&lt;br /&gt;
|dean/doyen&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|elected&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_ALDERPERSON&lt;br /&gt;
|alderperson&lt;br /&gt;
|meet workers, manage production&lt;br /&gt;
|elected&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_STEWARD&lt;br /&gt;
|steward or treasurer&lt;br /&gt;
|trade&lt;br /&gt;
|elected&lt;br /&gt;
|160&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_CLERK&lt;br /&gt;
|clerk, bookkeeper, recordkeeper&lt;br /&gt;
|accounting&lt;br /&gt;
|elected&lt;br /&gt;
|170&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The additional flags are: is_law_maker, flashes, brag_on_kill; chat_worthy, do_not_cull, kill_quest, account_exempt, rules_from_location, punishment_exemption and quest_giver.&lt;br /&gt;
&lt;br /&gt;
All positions have the following flags in common:&lt;br /&gt;
duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions, has_met_market_positions.&lt;br /&gt;
&lt;br /&gt;
= Merchant Company =&lt;br /&gt;
Every merchant company will have a leader (CUSTOM_COMPANY_LEADER). Furthermore a merchant company can have a CUSTOM_COMPANY_FACTOR, to which an unlimited number of history figures can be assigned to (ie. a company can have multiple governors, but the number of current governors is always the same as the number of counting houses - branches - in non-headquarters sites). Also note that there is no history event, which mentions the creation of a position for a merchant company, still the CUSTOM_COMPANY_FACTOR position is only created with creation of the first branch of a company (and branch creation - purchase of a counting house or building of a new counting house - and filling of custom company factor position are always at exactly the same time according to the corresponding historical events).&lt;br /&gt;
&lt;br /&gt;
An overview of both positions is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!name!!appointment type!!Responsibilities!!Precedence!!Demands!!Mandates!!number!!additional flag&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_COMPANY_LEADER&lt;br /&gt;
|master or head&lt;br /&gt;
|elected or succession by heir&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military goals, military strategy&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|is_law_maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_COMPANY_FACTOR&lt;br /&gt;
|agent, factor, administrator or governor&lt;br /&gt;
|appointed by company leader&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both positions have the following flags in common:&lt;br /&gt;
duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, account_exempt, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver and has_met_market_req.&lt;br /&gt;
&lt;br /&gt;
Also note that in contrast to many other variable positions (of different entities) for the CUSTOM_COMPANY_LEADER both an election based appointment (or succession) and an succesion by heir is possible, but each merchant company will only have an elected leader or a leader (with inheritance).&lt;br /&gt;
&lt;br /&gt;
= Raw tokens =&lt;br /&gt;
The tokens that manage the creation of positions are [[Entity_token#SITE_VARIABLE_POSITIONS|SITE_VARIABLE_POSITIONS]] and [[Entity_token#VARIABLE_POSITIONS|VARIABLE_POSITIONS]]. &lt;br /&gt;
&lt;br /&gt;
SITE_VARIABLE_POSITIONS allows for the creation of lords, hearthpersons, and [[boss]]es, and [VARIABLE_POSITIONS] allows creation of Law-makers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out: no longer needed. Can be removed/deleted.&lt;br /&gt;
= Generated positions =&lt;br /&gt;
The following positions can be created. Note: these should be sorted among the different group types.&lt;br /&gt;
* CUSTOM_LAW_MAKER&lt;br /&gt;
* CUSTOM_LAW_MAKER_2&lt;br /&gt;
* CUSTOM_OUTCAST_LT&lt;br /&gt;
* CUSTOM_OUTCAST_FACTOR&lt;br /&gt;
* CUSTOM_COMPANY_LEADER&lt;br /&gt;
* CUSTOM_COMPANY_FACTOR&lt;br /&gt;
* CUSTOM_MERCENARY_LEADER&lt;br /&gt;
* CUSTOM_MERCENARY_TREASURER&lt;br /&gt;
* CUSTOM_BANDIT_LEADER&lt;br /&gt;
* CUSTOM_MARKET_OFFICIAL_#&lt;br /&gt;
* CUSTOM_OFFICIAL_#&lt;br /&gt;
* CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
* CUSTOM_MILITARY_GOALS&lt;br /&gt;
* HIGHEST_PRIEST&lt;br /&gt;
* HIGH_PRIEST&lt;br /&gt;
* CUSTOM_GUILD_LEADER&lt;br /&gt;
* CUSTOM_GUILD_STEWARD&lt;br /&gt;
* CUSTOM_GUILD_CLERK&lt;br /&gt;
* CUSTOM_GUILD_ALDERPERSON&lt;br /&gt;
* WORSHIP_HF&lt;br /&gt;
&lt;br /&gt;
The following names can be seen given to those positions. Note: these should be sorted among the different positions.&lt;br /&gt;
* lord&lt;br /&gt;
* hearthperson&lt;br /&gt;
* factor&lt;br /&gt;
* agent&lt;br /&gt;
* governor&lt;br /&gt;
* lieutenant&lt;br /&gt;
* representative&lt;br /&gt;
* head&lt;br /&gt;
* chieftain&lt;br /&gt;
* warlord&lt;br /&gt;
* ringleader&lt;br /&gt;
* cup-bearer&lt;br /&gt;
* butler&lt;br /&gt;
* master of beasts&lt;br /&gt;
* sewer&lt;br /&gt;
* housekeeper&lt;br /&gt;
* chef&lt;br /&gt;
* executioner&lt;br /&gt;
* chancellor&lt;br /&gt;
* chief&lt;br /&gt;
* chamberlain&lt;br /&gt;
* captain&lt;br /&gt;
* chief / chieftess&lt;br /&gt;
* constable&lt;br /&gt;
* royal&lt;br /&gt;
* advisor&lt;br /&gt;
* counselor&lt;br /&gt;
* justiciar&lt;br /&gt;
* keeper of the seal&lt;br /&gt;
* law-giver&lt;br /&gt;
* baron&lt;br /&gt;
* marshal&lt;br /&gt;
* war leader&lt;br /&gt;
* most high priest&lt;br /&gt;
* absolute X&lt;br /&gt;
* most exalted X&lt;br /&gt;
* most high X&lt;br /&gt;
* most holy X&lt;br /&gt;
* most sacred X&lt;br /&gt;
* treasurer&lt;br /&gt;
* recordkeeper&lt;br /&gt;
* clerk&lt;br /&gt;
* bookkeeper&lt;br /&gt;
* doyen / doyenne&lt;br /&gt;
* dean&lt;br /&gt;
* steward&lt;br /&gt;
* alderperson&lt;br /&gt;
* X administrator&lt;br /&gt;
* X official (like grain official)&lt;br /&gt;
* X officials&lt;br /&gt;
* X commissioner&lt;br /&gt;
* X commissioners&lt;br /&gt;
* X caretakers&lt;br /&gt;
* judge&lt;br /&gt;
* justices&lt;br /&gt;
* magistrate&lt;br /&gt;
* abbot&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Support&amp;diff=315498</id>
		<title>Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Support&amp;diff=315498"/>
		<updated>2026-03-12T16:51:18Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Required Labor(s)? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trying out my tactical support with a wall on top linked to a lever. I built two supports with a stair (IuI) between in DF 50 off of steam. I just can't get these dwarfs to build supports in V50. Is it working? [[User:Dominick|Dominick]] [[User_talk:dominick|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] 03:28, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Required Labor(s)? ==&lt;br /&gt;
Running vanilla DF, Premium edition (53.11), and was confirming which Labors are needed to be active now to build which Supports. It seems... none???!!! I designated 4 supports - 1 each stone, wood, metal bar, and glass - and turned off ALL labors on ALL dwarfs via the game (not using Dwarf Therapist atm, nor is it even connected) - and all 4 supports were still constructed. No experience was gained (fisherdwarf still had only &amp;quot;fishing&amp;quot;, no other skill). When Mason was turned on, 2 xp were gained when that dwarf was able to get the job. Seems like a bug.  Could someone confirm/refute this, pls, thx. [[user:Albedo]] [[User_talk:Albedo|&amp;lt;sup&amp;gt;(TALK)&amp;lt;/sup&amp;gt;]] ''aka'' [[Special:Contributions/108.85.197.99|108.85.197.99]] 16:26, 12 March 2026 (UTC)&lt;br /&gt;
&lt;br /&gt;
By default not all &amp;quot;Labors&amp;quot; are assigned to a work detail. And if I recall correctly, I do have a work detail for floor/wall constructions, so there is a labor for it. Furthermore what was the setting of your dwarves concerning &amp;quot;Specializing&amp;quot; (would they do all labors or only the ones they were assigned via occupation/work detail)? The thing about Mason getting exp for Construction also depends on the materials used for construction (if I recall correctly, for ie. a wood construction or wooden Trade Depot the Mason is not supposed to get exp)...[[Special:Contributions/91.49.243.26|91.49.243.26]] 16:50, 12 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Variable_positions&amp;diff=315494</id>
		<title>Variable positions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Variable_positions&amp;diff=315494"/>
		<updated>2026-03-12T14:22:42Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Site Governments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
This page documents the variable positions that entities create when neccesary. This is - in vanilla - the case for [[human]] and [[goblin]] [[Civilization|civilizations]], but also for merchants' companies, guilds, mercenary groups, [[Religion|religious groups]] and [[Criminal|criminal]]s.&lt;br /&gt;
&lt;br /&gt;
= Introduction = &lt;br /&gt;
Initially none of the positions marked as variable do exist for an entity. The positions will only exist for a given entity, if they are either created during world-gen, world activities(?) or by memory hacking or scripting (ie. with Lua). Ie. in vanilla all human civilizations have at the beginning of the world-generation no positions at all, neither on the site nor civ level, as all positions of the vanilla human civs are marked as variable (variable positions: all). When a variable (civ level) position is created, the position is only created for that civilization (entity) and not for any other entities of the same type. Ie. the creation of a law-giver for one human civ does not create law-givers for other human civs.&lt;br /&gt;
&lt;br /&gt;
Also presumably all site-level positions for each entity are created on a per site basis, meaning the creation of a site ruler for one site (of a civ) does not also create the site ruler positions for any other site (of that civ).&lt;br /&gt;
&lt;br /&gt;
The existence of a variable position does not mean that the position will also be filled by a historical figure. But during world-gen the creation of a position will usually be followed up with the position being filled. Ie. the human historical figure who forced the creation of a law-giver position, will usually become the first law-giver.&lt;br /&gt;
&lt;br /&gt;
For the succession rules of a variable position (after the position has been initially filled by a historical figure), presumably, the same rules as for non-variable positions apply.&lt;br /&gt;
&lt;br /&gt;
(Disclaimer: The following only applies during world-gen and normal world activities. Scripting and memory hacking can circumvent the normal limitations, but with currently unknown results).&lt;br /&gt;
&lt;br /&gt;
For civ level entities, if the law-giving position is a variable position, the law-giving position does not (seem to) have any further requirements to be created (ie. no other position being already created). Ie. this position can be created by force (or popular support etc.) by any historical figure of that civ. But for all other variable (civ-level) positions the law-giving position must exist as usually the historical figure, who is the law-giver, does create the other variable positions (for various reason).&lt;br /&gt;
&lt;br /&gt;
Something similar is probably the case for site level positions. Ie. if the ruler of a site is a variable position, that position needs to be created, before any other site-level variable positions can be created. And the site ruler can afterwards create other variable positions for that site. It is not yet clear if a site level ruling position can be created before a civ level ruling (law-giving) position is created (or exists). This also means that it should be possible, via memory-hacking or scripting, to create (and fill) the variable site level positions (for a player site), at least after the civ level law-giving position has been created (and the law-giving position has been filled), so that a human player site gets the maximum possible human site level positions (with the normal appointment rules for the succession/reappointment of the positions), without having to edit the raw files (as outlined in the human civ page), prior to creating a world, to make the variable positions of human civilisations to &amp;quot;static&amp;quot; ones.&lt;br /&gt;
&lt;br /&gt;
Presumably for guilds (Merchant Guild and others), mercenary groups, religious orders (and criminals) also a &amp;quot;leader&amp;quot; position needs to be created by a historical figure, before other variable positions for that entity can be created.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
So far, no restrictions on allowed_class or allowed_creature have been found and also the rejected_creature and rejected_class entries are always empty. Squad_size is 0, except when a variable position (in the following sections) explictly states otherwise (ie. squad size for CUSTOM_BANDIT_LEADER, CUSTOM_LAW_MAKER and CUSTOM_LAW_MAKER_2 is 20). Also most other entries (of entity_position entry under &amp;quot;own&amp;quot;) not mentioned in their section have standard values (ie. are empty). The best_appointment_precedence of all positions is 30001. Also the execution skill is always set to &amp;quot;-1&amp;quot; even for the CUSTOM_OFFICIAL_9, whose sole responsiblity is executions.&lt;br /&gt;
&lt;br /&gt;
Also variable positions are usually only created (with the exception, if they replace another position), if the position will have at least one responsibility the already created (existing) positions for that entity does not have, regardless of whether there are any more prerequisites for a variable position to be created.&lt;br /&gt;
&lt;br /&gt;
== Sources to process ==&lt;br /&gt;
See spoiler-sections of those posts. &lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=178697.msg8295235#msg8295235&lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=175434.msg8084095#msg8084095&lt;br /&gt;
* https://www.bay12forums.com/smf/index.php?topic=175434.msg8083631#msg8083631 (first answer)&lt;br /&gt;
&lt;br /&gt;
= Civilizations =&lt;br /&gt;
If all positions of a civ are variable, then the CUSTOM_LAW_MAKER position needs to be created (in world-gen), before other positions (of the possible positions) can be created. After the creation (and filling) of the law-maker positions, the other variable positions (both CUSTOM_OFFICIALS_i and CUSTOM_MARKET_OFFICIALS_i, where i stands for a non-zero natural number) can be created in any order. These other positions are then always appointed by the law-maker of the civ. The law-maker position itself uses succession by heir.&lt;br /&gt;
&lt;br /&gt;
In contrast to e.g the positions of the dwarven civilizations, where the site nobility positions (eg. baron, duke) do get added to the own position list (vector) of the civilization, the CUSTOM_LAW_MAKER (and CUSTOM_LAW_MAKER_2) positions (of a site government) are not added to the own position list (at least for civs with all variable positions). The &amp;quot;own&amp;quot; positions list (of the civ entity) only exclusively contains the variable positions of the civ, which are all created by the civ, and no positions which are the &amp;quot;ruler&amp;quot; of a site (even if the variable site position was appointed by the law maker of the civ). Also the &amp;quot;site&amp;quot; positions list is empty (or at least no entries were found so far).&lt;br /&gt;
&lt;br /&gt;
The CUSTOM_LAW_MAKER position for goblins civs (in vanilla) are automatically created with the creation of the entity and there is no historical event which mentions the creation of that position. For the CUSTOM_LAW_MAKER positions of the human civs there is always a historical event which mentions the creation of that position, where the creation reason &amp;quot;As a matter of fact&amp;quot; is not possible, all other reasons, which are &amp;quot;Collaboration&amp;quot;, &amp;quot;Threats of Violence&amp;quot;, &amp;quot;Force of Argument&amp;quot; and &amp;quot;Wave of popular support&amp;quot;, are possible (and seem equally likely to be used).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview over the different possible rulers of a human or goblin civilization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!succession type!!Responsibilities!!Demands!!Mandates!!Precedence!!is diplomat!!human!!goblin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|master&lt;br /&gt;
|none&lt;br /&gt;
|law making, military goals, military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|master&lt;br /&gt;
|none&lt;br /&gt;
|law making, military goals, &lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
|law making, make peace agreements, military goals, military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
|law making, make peace agreements, military goals&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the ruler (law-giver or master) is not a diplomat, if and only if the ruler has the military strategy responsibility. Otherwise it seems totally random, whether a ruler (law-giver) is a diplomat or not (ie. for human civilizations the position creation reason and the civilization values do not play any role at all). Also note that the master of a goblin civilization does not have peace agreements as a responsibility.&lt;br /&gt;
&lt;br /&gt;
The creation of all non-ruling positions, ie. CUSTOM_OFFICIALs, of a civ are mentioned in the history, where all CUSTOM_OFFICIALs and CUSTOM_MARKET_OFFICIALs will always be created &amp;quot;as a matter of course&amp;quot;, only the CUSTOM_MILITARY_GOALS and CUSTOM_MILITARY_STRATEGY positions can be created by any reason (including &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the possible non-ruling civ-level positions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name prefix!!Name&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;!!Responsibilities!!Demands!!Mandates!!Precedence!!Number!!Flags1&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!Flags2&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!Color!!human!!goblin&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_1&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&amp;quot;keeper of the seal&amp;quot; / chancellor&lt;br /&gt;
|receive diplomats, make introductions and make topic agreements; optional: espionage&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_2&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|justiciar&lt;br /&gt;
|law enforcement, collect taxes&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_3&lt;br /&gt;
|yes&lt;br /&gt;
|treasurer&lt;br /&gt;
|trade, accounting&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_4&lt;br /&gt;
|yes&lt;br /&gt;
|advisor/counselor&lt;br /&gt;
|advise leaders&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_5&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|chamberlain&lt;br /&gt;
|oversee leader household&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|master of beasts&lt;br /&gt;
|tame exotics, manage animals&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_7&lt;br /&gt;
|yes&lt;br /&gt;
|butler / cup-bearer&lt;br /&gt;
|manage leader household food and drinks&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_8&lt;br /&gt;
|yes&lt;br /&gt;
|doctor&lt;br /&gt;
|health management&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|310&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_9&lt;br /&gt;
|yes&lt;br /&gt;
|executioner&lt;br /&gt;
|executions&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|320&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_10&lt;br /&gt;
|yes&lt;br /&gt;
|chef&lt;br /&gt;
|prepare leader meals&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|330&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_11&lt;br /&gt;
|yes&lt;br /&gt;
|housekeeper&lt;br /&gt;
|manage leader household cleanliness&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|340&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
|no&lt;br /&gt;
|general/(field) marshal / constable&lt;br /&gt;
|military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_GOALS&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|war leader&lt;br /&gt;
|military goals, optional: military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|}&lt;br /&gt;
: ''Note'': &lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) These are the standard official flags: duty_bound, has_responsibilities, do_not_cull, has_met_pop_req, color, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) These are the following additional flags: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): Name prefix can be empty.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;) These would be the values for the CUSTOM_MILITARY_GOALS position, but on the civ-level that position is not created, as the military goals responsibility is already performed by the law-giver/master (and for the military strategy responsibility the CUSTOM_MILITARY_STRATEGY position is created instead). But a CUSTOM_MILITARY_GOALS position would be created, if the civ leader would not have the military goals responsibility. The CUSTOM_MILITARY_GOALS position is - in vanilla - only created for site governments and then only, if the site leader is the FORCED_ADMINISTRATOR.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Name prefixes are: high, head, chief and royal.&lt;br /&gt;
&lt;br /&gt;
In the above table the responsibility &amp;quot;espionage&amp;quot; of the CUSTOM_OFFICIAL_1 is optional. A civ needs to have a &amp;quot;cunning&amp;quot; value of at least 11 for the CUSTOM_OFFICIAL_1 to have the responsibility, otherwise the official will not have the espionage responsibility, consequentially all CUSTOM_OFFICIAL_1 of goblin civs will have the espionage responsibility (as their default cunning value is 15). Only if the CUSTOM_OFFICIAL_1 is created with the &amp;quot;espionage&amp;quot; responsibility such officials can also be created for the site governments, where the leader of the site-government is not called &amp;quot;law-giver&amp;quot;, (as all other responsibility are already performed by the standard custom site ruler). Also, the columns &amp;quot;human&amp;quot; and &amp;quot;goblin&amp;quot; dictate whether human and/or goblin civilizations can have the positions.&lt;br /&gt;
&lt;br /&gt;
= Site Governments =&lt;br /&gt;
If all positions of a civ (and with that of a site government) are variable, then a leader position for the site government needs to be created (in world-gen), before other positions (of the possible variable positions) can be created. The created position is usually the CUSTOM_LAW_MAKER, but other positions have been found, ie. CUSTOM_BANDIT_LEADER and FORCED_ADMINISTRATOR. &lt;br /&gt;
&lt;br /&gt;
Note that if a site is taken over during a war, then a new leader can be created directly with the formation of a new site government (even if the all site positions of the new owning civ are variable and the old site government did not have any leaders), in such cases the new leader position is either a FORCED_ADMINISTRATOR or - rarer - a CUSTOM_LAW_MAKER (only found, if the site taken over was a Town and both the defending and attacking civilization was human).&lt;br /&gt;
&lt;br /&gt;
Note that human and goblin civilizations can also create further site positions, if the current site leader is the CUSTOM_BANDIT_LEADER (both) or FORCED_ADMINISTRATOR (only encountered/found in case of humans). All other races (eg. dwarves and elves) cannot.&lt;br /&gt;
&lt;br /&gt;
Also a CUSTOM_LAW_MAKER can be created for a site government (of a human civilization) before a CUSTOM_LAW_MAKER for the civilization has been created.&lt;br /&gt;
&lt;br /&gt;
Also note that not all site government entities need to be a child of a civilization entity, if they are not, then the CUSTOM_BANDIT_LEADER is used as a site-ruler (regardless of race, ie. even dwarven and the rare elven site government without connection to a civ will use the CUSTOM_BANDIT_LEADER as initial ruler/leader).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the possible leader positions:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!Responsibilities!!squad&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt; size!!Demands!!Mandates!!Precedence!!goblin!!human!!elf!!dwarf!!flags!!appointment type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55 or 10 (rare)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|standard bandit leader&lt;br /&gt;
|elected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_ADMINISTRATOR&lt;br /&gt;
|administrator&lt;br /&gt;
|law making, receive diplomats, meet workers, make topic agreements&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|100&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|yes&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|forced admin&lt;br /&gt;
|none&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_ADMINISTRATOR&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|administrator&lt;br /&gt;
|law making, receive diplomats, meet workers, make topic agreements&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|65&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|dwarf forced admin&lt;br /&gt;
|none&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|law-giver&lt;br /&gt;
|law making, make peace agreements, military goals; optional&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;: military strategy&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|civ law-giver&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;&lt;br /&gt;
|lord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|lord&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|40&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&lt;br /&gt;
|baron&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|41&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir; appointed by law-giver (civ)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER_2&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|baron&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|35&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|standard leader&lt;br /&gt;
|by heir; optional: appointed&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): Only leader position, if the entity (site-government) is not a child of a civilization, but can also appear, if the entity has a parent civ. Only site leader position of goblins, where other site positions will be created (both cases: with civ and without civ).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): 2 of the 53 forced administrator positions of dwarves (in a large 250 year histor world-gen world with many civs) used this forced administrator (rather than the one defined in the raws). No site official positions found for goblins so far, if the leader was a forced administrator.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): The position has no appointed_by defined, nor any form of succession by position or heir. And the position is also not elected. So how and if a forced admin gets refilled, in case of death of the previous position holder, is unclear.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): This is the forced administrator as defined in the (vanilla) dwarf raws.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Was created once in a large 250 year history world-gen world with many civs. The parent civ did not have a law-maker position created. But this definition is not always used, if the law-maker position of the parent civ has not been created. Also the site-entity was the original owner/creator of the site.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;): This position can get created for a newly formed site-entity, if a site-entity has created the law-maker position and afterwards the site-entity gets conquered by another entity (of the same civ) and at the time of conquest no law-giver was created (yet) for the civ.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;: Can be created (and replaces the former site ruler), if the ruler (of a human site entity) was either a FORCED_ADMINISTRATOR or a CUSTOM_LAW_MAKER with the name &amp;quot;lord&amp;quot;.&lt;br /&gt;
:*  &amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;): If the squad size is greater than zero, then the squad members are called soldiers (CUSTOM_BANDIT_LEADER) or hearthpeople (otherwise).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;): Always appointed by the law-giver of the civilization, if the previous site leader was a forced administrator. Otherwise the appointed_by (and appointed_by_civ) definition is either empty or set to the law-giver of the civ, eg. a CUSTOM_LAW_MAKER_2, which replaces a CUSTOM_LAW_MAKER, can be appointed (in which case appointed by the law-giver of the civ) or not be appointed at all.&lt;br /&gt;
:* &amp;quot;by heir&amp;quot; in the appointment type definition entry means, that the succession is by heir. If nothing else is mentioned in the table cell, then the position did get filled immediatly upon creation of the position and the first position holder was not appointed by the civ-leader, otherwise the first position holder was appointed by the civ-leader.&lt;br /&gt;
:* &amp;quot;standard bandit leader&amp;quot; entry in &amp;quot;flags&amp;quot; table cell means the same flags as the CUSTOM_BANDIT_LEADER of bandit groups are set.&lt;br /&gt;
:* &amp;quot;forced admin&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, quest_giver, special_burial.&lt;br /&gt;
:* &amp;quot;dwarf forced admin&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibitities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, is_diplomat, exported_in_legends, determines_coin_design, account_exempt, color,  menial_work_exemption, sleep_pretesion, punishment_exemption, has_received_positions, special_burial.&lt;br /&gt;
:* &amp;quot;standard leader&amp;quot; entry in &amp;quot;flags&amp;quot; table cell: is_law_maker, duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, exported_in_legends, determines_coin_design, account_exempt, color, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver, special_burial.&lt;br /&gt;
:* &amp;quot;civ law-giver&amp;quot; entry in &amp;quot;flags&amp;quot; table cell means that the flags of the CUSTOM_LAW_MAKER (civ level) are set, where the is_diplomat flag is only set, if (and only if) the law-giver does not have the military strategy responsibility. Also in this case the is_diplomat flag is only set, if the &amp;quot;law-giver&amp;quot; (of the site entity) does not have the military strategy responsibility.&lt;br /&gt;
:* Remark to forced administrator: The only differences between the forced administrator (only usable by the dwarves and defined in the raws) and the other forced administrator are, that the forced administrator of the dwarves is not a quest giver, does not rule from a location and has a different precedence.&lt;br /&gt;
:* The color of all leaders is the standard noble color (5,0,1), except for the forced administrators, who uses a different color entry (5,0,0).&lt;br /&gt;
&lt;br /&gt;
If a leader does exist for a site entity, other variable positions can be created for that entity. In rare cases a variable official (or market official) position can even be created, if the requirements are not met (at least one of the flags has_met_pop_req and has_met_market_req is false for the position entry).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the non-ruler variable positions of a site government.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name prefix&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!Name!!Name suffix&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!Responsibilities!!Demands!!Mandates!!Precedence!!Number!!Color!!human!!goblin!!add. flags&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_1&lt;br /&gt;
|no&lt;br /&gt;
|sewer &lt;br /&gt;
|always&lt;br /&gt;
|maintain sewers&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|500&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_2&lt;br /&gt;
|no&lt;br /&gt;
|grain / harvest &lt;br /&gt;
|always&lt;br /&gt;
|food supply&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|450&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_3&lt;br /&gt;
|no&lt;br /&gt;
|fire &lt;br /&gt;
|always&lt;br /&gt;
|fire safety&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|475&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_4&lt;br /&gt;
|no&lt;br /&gt;
|judge / magistrate / justice&lt;br /&gt;
|no&lt;br /&gt;
|judge&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|350&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_5&lt;br /&gt;
|no&lt;br /&gt;
|building &lt;br /&gt;
|always&lt;br /&gt;
|construction permits, building safety&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|460&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MARKET_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|road&lt;br /&gt;
|always&lt;br /&gt;
|maintain roads, bridges and tunnels&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|375&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_1&amp;lt;sup&amp;gt;6,7,8&amp;lt;/sup&amp;gt;&lt;br /&gt;
|optional&lt;br /&gt;
|&amp;quot;keeper of the seal&amp;quot; / chancellor&lt;br /&gt;
|no&lt;br /&gt;
|espionage&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_2&amp;lt;sup&amp;gt;7,9&amp;lt;/sup&amp;gt;&lt;br /&gt;
|optional&lt;br /&gt;
|justiciar&lt;br /&gt;
|no&lt;br /&gt;
|collect taxes&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_3&lt;br /&gt;
|always&lt;br /&gt;
|treasurer&lt;br /&gt;
|no&lt;br /&gt;
|trade, accounting&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|70&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_4&lt;br /&gt;
|always &lt;br /&gt;
|advisor / counselor&lt;br /&gt;
|no&lt;br /&gt;
|advise leaders&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_5&lt;br /&gt;
|optional &lt;br /&gt;
|chamberlain&lt;br /&gt;
|no&lt;br /&gt;
|oversee leader houshold&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|80&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_6&lt;br /&gt;
|no&lt;br /&gt;
|master of beasts&lt;br /&gt;
|no&lt;br /&gt;
|tame exotics, manage animals&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|90&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_7&lt;br /&gt;
|always &lt;br /&gt;
|butler / cup-bearer&lt;br /&gt;
|no&lt;br /&gt;
|manage leader houshold food and drinks&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|300&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_8&lt;br /&gt;
|always &lt;br /&gt;
|doctor&lt;br /&gt;
|no&lt;br /&gt;
|health management&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|310&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_9&lt;br /&gt;
|always &lt;br /&gt;
|executioner&lt;br /&gt;
|no&lt;br /&gt;
|executions&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|320&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_10&lt;br /&gt;
|always &lt;br /&gt;
|chef&lt;br /&gt;
|no&lt;br /&gt;
|prepare leader meals&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|330&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OFFICIAL_11&lt;br /&gt;
|always &lt;br /&gt;
|housekeeper&lt;br /&gt;
|no&lt;br /&gt;
|manage leader houshold cleanliness&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|340&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_STRATEGY&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|general/(field) marshal / constable&lt;br /&gt;
|no&lt;br /&gt;
|military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MILITARY_GOALS&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|no&lt;br /&gt;
|war leader&lt;br /&gt;
|no&lt;br /&gt;
|military goals, optional: military strategy&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|1&lt;br /&gt;
|(5,0,1)&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ''Notes'': &lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The possible name prefixes are &amp;quot;chief&amp;quot;, &amp;quot;head&amp;quot; and &amp;quot;high&amp;quot; (always) and also &amp;quot;royal&amp;quot;, if the site leader has the name &amp;quot;law-giver&amp;quot;. The name prefix can be empty, if the cell entry is &amp;quot;optional&amp;quot;. A name prefix will always be present, if the cell entry is &amp;quot;always&amp;quot;.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): The possible name suffixes are &amp;quot;administrator&amp;quot;, &amp;quot;caretaker&amp;quot;, &amp;quot;commissioner&amp;quot;, &amp;quot;master&amp;quot; and &amp;quot;official&amp;quot;. A name suffix will always be present, if the cell entry is &amp;quot;always&amp;quot;.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): The additional flags are: flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt, punishment_exemption, quest_giver and special_burial.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): Only ever created, if the first site leader was a FORCED_ADMINISTRATOR. Can even be created, if the FORCED_ADMINISTRATOR has already been replaced by a CUSTOM_LAW_MAKER_2.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): Only created, either after the CUSTOM_MILITARY_GOALS position was created and the CUSTOM_MILITARY_GOALS position was not created with the military strategy responsibility or if the leader has the name law-giver (and does not have the military strategy responsibility). Can even be created, if the first site leader was a FORCED_ADMINISTRATOR, who has already been replaced by a CUSTOM_LAW_MAKER_2.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;): If the leader name is not law-giver (and the first site leader was not a FORCED_ADMINISTRATOR), then a CUSTOM_OFFICIAL_1 has the espionage responsibilty. All CUSTOM_OFFICIAL_1 of a civ (regardless of whether the CUSTOM_OFFICIAL_1 belongs to a site government or the civ government) will either have the espionage responsibility or do not have the espionage responsibility. &lt;br /&gt;
:* &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;): If the leader has the name law-giver then this official position has the responsibilities (and also optional resp.) as given in the civ table for the official position and not the responsibilities as in this table. Ie. that is the only case where a CUSTOM_OFFICIAL_1 can be created for a site government without the espionage responsibility.&lt;br /&gt;
:* &amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;): The CUSTOM_OFFICIAL_1 has always the responsibility make introductions, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).&lt;br /&gt;
:* &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;): The CUSTOM_OFFICIAL_2 has always the responsibility law enforcement, if the first site leader/ruler was a FORCED_ADMINISTRATOR, even if the FORCED_ADMINISTRATOR has already been replaced (by a CUSTOM_LAW_MAKER_2).&lt;br /&gt;
:* In the above table the columns &amp;quot;human&amp;quot; and &amp;quot;goblin&amp;quot; donate, whether a site government of a human civilization or of a goblin civilization can have that position (or at least, if the position was encountered so far). Note so far only goblin site governments with a CUSTOM_BANDIT_LEADER did have further positions created.&lt;br /&gt;
:* All CUSTOM_MARKET_OFFICIALs created during world-gen seem to have an already constructed market present (and thus are not created for site governments ruling over a Hamlet or a Dark Pit as Hamlets and Dark Pits cannot have a market, but need to be a Town or Dark Fortress). Additionally the CUSTOM_MARKET_OFFICIAL_1 needs an already constructed sewer (which seems to be only created, after both a market and a keep are constructed). Also note that sewers are only constructed in towns (in contrast to ie. markets, which can also be found/constructed in other site types like Dark Fortresses, Fortresses, Hillocks, Caves and Forest Retreats).&lt;br /&gt;
:* In addtion to the above table the &amp;quot;best_appointment_precedence&amp;quot; is 30001. Also the following flags are set (true) for all officials, regardless, of whether belonging to a human or goblin site government: duty_bound, has_responsibilities, do_not_cull, color, menial_work_exemption and has_received_positions.&lt;br /&gt;
:* All of the positions are appointed by the current ruler of the site (ie. CUSTOM_LAW_MAKER, CUSTOM_BANDIT_LEADER, FORCED_ADMINISTRATOR), except the CUSTOM_MILITARY_STRATEGY position will be appointed by the CUSTOM_MILITARY_GOALS position, if the CUSTOM_MILITARY_GOALS position was created prior and the current ruler of the site government is a forced administrator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally the position entry usually has the flag active set and the flag is_replaced is false, otherwise the position would no longer be active (and might have been replaced).&lt;br /&gt;
&lt;br /&gt;
= Bandits =&lt;br /&gt;
Bandits use the entity types 4 and 7, which are nomadic groups (type 4) and outcasts (type 7). It must also be noted that some CUSTOM_BANDIT_LEADER positions are used by site governments (typically goblin site governments) both with and without a parent civilization (site government is not a child of an entity of type 0). The creation of CUSTOM_BANDIT_LEADER and CUSTOM_OUTCAST_FACTOR positions is never mentioned as a historical event, but the creation of CUSTOM_OUTCAST_LT is (and is always created &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview over the possible variable positions used by bandits (some further info on bandit leaders is below the table).&lt;br /&gt;
 &lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!squad size!!Demands!!Mandates!!Precedence!!Number!!add. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!rules from location!!entity type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|55&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|nomadic, outcast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_BANDIT_LEADER&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Boss, Captain, Chief, Chieftain, Commander, Leader, Master, Overlord, Ringleader or Warlord&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introduction, make peace agreements, make topic agreements, military strategy and military goals&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|nomadic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OUTCAST_LT&lt;br /&gt;
|lieutenant&lt;br /&gt;
|appointed by bandit leader&lt;br /&gt;
|patrol territory, attack enemies&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|160&lt;br /&gt;
| -1&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|outcast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_OUTCAST_FACTOR&lt;br /&gt;
|representative&lt;br /&gt;
|appointed by bandit leader&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|70&lt;br /&gt;
| -1&lt;br /&gt;
|yes (except is_law_maker)&lt;br /&gt;
|yes&lt;br /&gt;
|outcast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
: ''Notes'':&lt;br /&gt;
:* &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): Additional flags are: is_law_maker, flashes, brag_on_kill, chat_worthy, kill_quest, account_exempt and quest_giver&lt;br /&gt;
:* &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): Only difference to the other CUSTOM_BANDIT_LEADER is the increased precedence of 10, encountered in 11 of 148 bandit leaders (148 of 175 nomadic groups had leaders). The reason is of yet unknown, except that the CUSTOM_BANDIT_LEADER is also used by the goblin civilization (and some site governments, without an entity link to a parent civ, had a nomadic group with a custom bandit leader as a child entity). &lt;br /&gt;
:* Further note the common flags of these positions are: duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
:* The entity type in the above table refers to the (as displayed by dfhack's gm-editor, when viewing an entity).&lt;br /&gt;
&lt;br /&gt;
Additionally the bandit leader (CUSTOM_BANDIT_LEADER) always has a squad size of 20 and the squad members are refered to as &amp;quot;bandits&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Religious Entities =&lt;br /&gt;
Some religious entities, which are considered &amp;quot;child&amp;quot;-entities of civilizations (no religious entity which was not a &amp;quot;child&amp;quot; of a civ entity has been found so far), also have variable positions - the other religious entities have no positions at all.&lt;br /&gt;
If a religious entity rules a site (always monastery?), then the only variable position (of that entity) seems to be the CUSTOM_LAW_MAKER and the name of the position seems to be always &amp;quot;abbot&amp;quot;.&lt;br /&gt;
Otherwise the variable positions PRIEST, HIGH_PRIEST and HIGHEST_PRIEST can be created for that religious entity, where any such entity, if it has a position, will always have the PRIEST as position. Afterwards, the position HIGH_PRIEST can be created and at last - after the HIGH_PRIEST was created - the HIGHEST_PRIEST can be created. The names of these position are randomly created (more about the name generation is currently out-of-scope, ie. why a PRIEST might be called &amp;quot;sacred squid&amp;quot;, &amp;quot;holy burial&amp;quot;, &amp;quot;sacred rumor&amp;quot;, &amp;quot;holy lemon&amp;quot; or &amp;quot;sacred paper&amp;quot; is out-of-scope at least for this wiki article). No temple is needed in an associated site for a religious entity (not ruling from a monastery) to create a priest, high priest or highest priest position.&lt;br /&gt;
&lt;br /&gt;
Note that there is no historical event that mentions the creation of a PRIEST, HIGH_PRIEST or HIGHEST_PRIEST position.&lt;br /&gt;
&lt;br /&gt;
An overview on the positions of religious entities is given in the following table:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!name prefix!!name!!appointment type&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;!!Responsibilities!!Precedence!!Demands!!Mandates!!number!!missing common flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!!additional flags&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_LAW_MAKER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|abbot&lt;br /&gt;
|heir&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|100&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|is_diplomat&lt;br /&gt;
|all &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!PRIEST&lt;br /&gt;
|holy or sacred&lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|religion&lt;br /&gt;
|200&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HIGH_PRIEST&lt;br /&gt;
|high, first or exalted &lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|law_making, receive diplomats and make topic agreements&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
|all (except determines_coin_design)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HIGHEST_PRIEST&lt;br /&gt;
|absolute or most sacred/high/exalted&lt;br /&gt;
|&amp;lt;i&amp;gt;random&amp;lt;/i&amp;gt;&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|elected&lt;br /&gt;
|law_making, receive diplomats and make topic agreements &lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|none&lt;br /&gt;
|all (except determines_coin_design)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The common flags are: duty_bound, has_responsibilities, chat_worthy, do_not_cull, is_leader, is_diplomat, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions and has_met_market_req. So if one of the flags is mentioned in a column, then the position does not have that flag.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;): The additional flags (in this case) are: is_law_maker, flashes, brag_on_kill, kill_quest, exported_in_legends, account_exempt, quest_giver, special_burial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;): Is always the only position for that religious entity. And so far any such entity, which was found, always governed/ruled a monastery.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;): The name is one of the possible &amp;quot;name prefixes&amp;quot; for the position written before a completely random word, which may or may not depend on the religious spheres/domains worshipped by that religion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;): The appointment/succession type is actually determined by flags, ie. elected and succession_by_heir. One of the flags is also true for these positions (but not explicitly mentioned in the common/additional flags).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional notes: The PRIEST, HIGH_PRIEST and HIGHEST_PRIEST have a variable color entry, but the color-flag (of the position entry) is false, so it is unclear whether currently the color entry has any effect.&lt;br /&gt;
&lt;br /&gt;
= Mercenary Group =&lt;br /&gt;
&lt;br /&gt;
All mercenary entities will have at least one position (the CUSTOM_MERCENARY_LEADER), this position is created with the creation of the group (and the creation of the entity is marked - in the history/legends - with the filling of the leader position). The only other possible position is the CUSTOM_MERCENARY_TREASURER and the creation of the CUSTOM_MERCENTARY_TREASURER is mentioned as a historical event (and is always created &amp;quot;as a matter of course&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Basic information about both positions are found in the table below (and the explanations below the table).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!Precedence!!Demands!!Mandates!!number!! imp. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MERCENARY_LEADER&lt;br /&gt;
|usually &amp;quot;warlord&amp;quot;, &amp;quot;leader&amp;quot;, &amp;quot;general&amp;quot; or &amp;quot;overlord&amp;quot; but very unusual names are possible (see below table)&lt;br /&gt;
|elected&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1 &lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_MERCENARY_TREASURER&lt;br /&gt;
|treasurer&lt;br /&gt;
|elected&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|160&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The imp. flags are flashes, brag_on_kill, chat_worthy, punishment_exemption, kill_quest and quest giver.&lt;br /&gt;
&lt;br /&gt;
Both positions also have the is_leader flag and the following flags: duty_bound, has_responsibilities, has_met_pop_req, menial_work_exemption, has_received_positions and has_met_market_req.&lt;br /&gt;
&lt;br /&gt;
For the mercenary leader also illustrous names such as lord twinkle, lord duty, lord savant, maze commander or secret commander can be created. In these cases the name seems to be generated by either adding a random word after the word lord or adding a random word before commander. Note that mercenary groups can bestow honors on either their members or their leaders and in case of leader only honors it might be that, instead of the leader name, the name of the currently highest bestowed honor (on the leader) is used.&lt;br /&gt;
&lt;br /&gt;
= Guilds =&lt;br /&gt;
All guilds will always have all four of the variable positions mentioned in this section. Note that &amp;quot;merchant guilds&amp;quot; are merchant companies and an entirely separate entity.&lt;br /&gt;
&lt;br /&gt;
The following table gives an overview of the four guild positions.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Name!!appointment type!!Responsibilities!!precedence!!demands!!mandates!!number!!add. flags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_LEADER&lt;br /&gt;
|dean/doyen&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military strategy, military goals&lt;br /&gt;
|elected&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_ALDERPERSON&lt;br /&gt;
|alderperson&lt;br /&gt;
|meet workers, manage production&lt;br /&gt;
|elected&lt;br /&gt;
|150&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_STEWARD&lt;br /&gt;
|steward or treasurer&lt;br /&gt;
|trade&lt;br /&gt;
|elected&lt;br /&gt;
|160&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_GUILD_CLERK&lt;br /&gt;
|clerk, bookkeeper, recordkeeper&lt;br /&gt;
|accounting&lt;br /&gt;
|elected&lt;br /&gt;
|170&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|no&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;): The additional flags are: is_law_maker, flashes, brag_on_kill; chat_worthy, do_not_cull, kill_quest, account_exempt, rules_from_location, punishment_exemption and quest_giver.&lt;br /&gt;
&lt;br /&gt;
All positions have the following flags in common:&lt;br /&gt;
duty_bound, has_responsibilities, do_not_cull, is_leader, has_met_pop_req, menial_work_exemption, has_received_positions, has_met_market_positions.&lt;br /&gt;
&lt;br /&gt;
= Merchant Company =&lt;br /&gt;
Every merchant company will have a leader (CUSTOM_COMPANY_LEADER). Furthermore a merchant company can have a CUSTOM_COMPANY_FACTOR, to which an unlimited number of history figures can be assigned to (ie. a company can have multiple governors, but the number of current governors is always the same as the number of counting houses - branches - in non-headquarters sites). Also note that there is no history event, which mentions the creation of a position for a merchant company, still the CUSTOM_COMPANY_FACTOR position is only created with creation of the first branch of a company (and branch creation - purchase of a counting house or building of a new counting house - and filling of custom company factor position are always at exactly the same time according to the corresponding historical events).&lt;br /&gt;
&lt;br /&gt;
An overview of both positions is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!name!!appointment type!!Responsibilities!!Precedence!!Demands!!Mandates!!number!!additional flag&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_COMPANY_LEADER&lt;br /&gt;
|master or head&lt;br /&gt;
|elected or succession by heir&lt;br /&gt;
|law making, law enforcement, receive diplomats, make introductions, make peace agreements, make topic agreements, military goals, military strategy&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|is_law_maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!CUSTOM_COMPANY_FACTOR&lt;br /&gt;
|agent, factor, administrator or governor&lt;br /&gt;
|appointed by company leader&lt;br /&gt;
|trade and accounting&lt;br /&gt;
|200&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|none&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both positions have the following flags in common:&lt;br /&gt;
duty_bound, has_responsibilities, flashes, brag_on_kill, chat_worthy, do_not_cull, kill_quest, is_leader, account_exempt, has_met_pop_req, rules_from_location, menial_work_exemption, punishment_exemption, has_received_positions, quest_giver and has_met_market_req.&lt;br /&gt;
&lt;br /&gt;
Also note that in contrast to many other variable positions (of different entities) for the CUSTOM_COMPANY_LEADER both an election based appointment (or succession) and an succesion by heir is possible, but each merchant company will only have an elected leader or a leader (with inheritance).&lt;br /&gt;
&lt;br /&gt;
= Raw tokens =&lt;br /&gt;
The tokens that manage the creation of positions are [[Entity_token#SITE_VARIABLE_POSITIONS|SITE_VARIABLE_POSITIONS]] and [[Entity_token#VARIABLE_POSITIONS|VARIABLE_POSITIONS]]. &lt;br /&gt;
&lt;br /&gt;
SITE_VARIABLE_POSITIONS allows for the creation of lords, hearthpersons, and [[boss]]es, and [VARIABLE_POSITIONS] allows creation of Law-makers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out: no longer needed. Can be removed/deleted.&lt;br /&gt;
= Generated positions =&lt;br /&gt;
The following positions can be created. Note: these should be sorted among the different group types.&lt;br /&gt;
* CUSTOM_LAW_MAKER&lt;br /&gt;
* CUSTOM_LAW_MAKER_2&lt;br /&gt;
* CUSTOM_OUTCAST_LT&lt;br /&gt;
* CUSTOM_OUTCAST_FACTOR&lt;br /&gt;
* CUSTOM_COMPANY_LEADER&lt;br /&gt;
* CUSTOM_COMPANY_FACTOR&lt;br /&gt;
* CUSTOM_MERCENARY_LEADER&lt;br /&gt;
* CUSTOM_MERCENARY_TREASURER&lt;br /&gt;
* CUSTOM_BANDIT_LEADER&lt;br /&gt;
* CUSTOM_MARKET_OFFICIAL_#&lt;br /&gt;
* CUSTOM_OFFICIAL_#&lt;br /&gt;
* CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
* CUSTOM_MILITARY_GOALS&lt;br /&gt;
* HIGHEST_PRIEST&lt;br /&gt;
* HIGH_PRIEST&lt;br /&gt;
* CUSTOM_GUILD_LEADER&lt;br /&gt;
* CUSTOM_GUILD_STEWARD&lt;br /&gt;
* CUSTOM_GUILD_CLERK&lt;br /&gt;
* CUSTOM_GUILD_ALDERPERSON&lt;br /&gt;
* WORSHIP_HF&lt;br /&gt;
&lt;br /&gt;
The following names can be seen given to those positions. Note: these should be sorted among the different positions.&lt;br /&gt;
* lord&lt;br /&gt;
* hearthperson&lt;br /&gt;
* factor&lt;br /&gt;
* agent&lt;br /&gt;
* governor&lt;br /&gt;
* lieutenant&lt;br /&gt;
* representative&lt;br /&gt;
* head&lt;br /&gt;
* chieftain&lt;br /&gt;
* warlord&lt;br /&gt;
* ringleader&lt;br /&gt;
* cup-bearer&lt;br /&gt;
* butler&lt;br /&gt;
* master of beasts&lt;br /&gt;
* sewer&lt;br /&gt;
* housekeeper&lt;br /&gt;
* chef&lt;br /&gt;
* executioner&lt;br /&gt;
* chancellor&lt;br /&gt;
* chief&lt;br /&gt;
* chamberlain&lt;br /&gt;
* captain&lt;br /&gt;
* chief / chieftess&lt;br /&gt;
* constable&lt;br /&gt;
* royal&lt;br /&gt;
* advisor&lt;br /&gt;
* counselor&lt;br /&gt;
* justiciar&lt;br /&gt;
* keeper of the seal&lt;br /&gt;
* law-giver&lt;br /&gt;
* baron&lt;br /&gt;
* marshal&lt;br /&gt;
* war leader&lt;br /&gt;
* most high priest&lt;br /&gt;
* absolute X&lt;br /&gt;
* most exalted X&lt;br /&gt;
* most high X&lt;br /&gt;
* most holy X&lt;br /&gt;
* most sacred X&lt;br /&gt;
* treasurer&lt;br /&gt;
* recordkeeper&lt;br /&gt;
* clerk&lt;br /&gt;
* bookkeeper&lt;br /&gt;
* doyen / doyenne&lt;br /&gt;
* dean&lt;br /&gt;
* steward&lt;br /&gt;
* alderperson&lt;br /&gt;
* X administrator&lt;br /&gt;
* X official (like grain official)&lt;br /&gt;
* X officials&lt;br /&gt;
* X commissioner&lt;br /&gt;
* X commissioners&lt;br /&gt;
* X caretakers&lt;br /&gt;
* judge&lt;br /&gt;
* justices&lt;br /&gt;
* magistrate&lt;br /&gt;
* abbot&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=315493</id>
		<title>Structure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=315493"/>
		<updated>2026-03-12T14:16:56Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Structures''' are constructed or erected buildings found in [[site]]s. Structures acquire a history that can be viewed in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
* [[Catacombs]] can be found in Dark Fortresses, Caves (rare), Fortresses, Hillocks (rare), Forest Retreats and Towns.&lt;br /&gt;
* [[Counting house]] can be found in Dark Fortresses (rare), Fortresses, Forest Retreats and Towns. Constructed by Merchant Companies.&lt;br /&gt;
* [[Guildhall]] can be found in Fortresses, Forest Retreats (only founded during the reign of a dwarven/human civ of a forest retreat) and Towns. Constructed by Guilds.&lt;br /&gt;
* [[Keep]] can be found in Dark Fortresses, Caves (rare), Fortresses, Forest Retreats and Towns.&lt;br /&gt;
* [[Library]] can be found in Fortresses and Towns, but - while not found so far - it cannot be currently ruled out that a Library might get constructed in a Forest Retreat or Dark Fortress (after a human/darven civilization did take over a site).&lt;br /&gt;
* [[Market]] can be found in Dark Fortresses, Caves (rare), Fortresses (all Fortresses, which are founded after year 1 during world-gen will construct a market as first building), Hillock (rare), Forest Retreats and Towns. &lt;br /&gt;
* [[Mead hall]] can be found in Dark Pits, Hillocks, Hamlets and Forest Retreats. If during world-gen a Dark Pit becomes a Dark Fortress or a Hamlet becomes a Town, then a previously constructed Mead Hall will cease to exist.&lt;br /&gt;
* [[Sewer]] can only be found in Towns.&lt;br /&gt;
* [[Tavern]] can be found in Dark Fortresses, Hillocks (rare), Fortresses, Forest Retreats and Towns.&lt;br /&gt;
* [[Temple]] can be found in Dark Fortresses, Caves, Hillocks, Fortresses, Forest Retreats, Towns, Monestaries and Forts. A Monestary will always have a temple.&lt;br /&gt;
* [[Tomb]] can be found in Dark Fortresses, Hillock (rare), Fortresses, Forest Retreats, Towns and Tombs (site).&lt;br /&gt;
* [[Tower (structure)|Tower]] can only be found in Towns.&lt;br /&gt;
* [[Underworld spire]] can only be found in Dark Fortresses.&lt;br /&gt;
&lt;br /&gt;
''Note:'' Mountain Halls do not contain any structure.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=315492</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guild&amp;diff=315492"/>
		<updated>2026-03-12T14:15:26Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: /* Guilds in World Generation */  changed Mountain Halls to Fortress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Guilds''' are organizations established when enough members of your [[fortress]] are labeled with the same specific [[profession]] (e.g. Carpenter, Brewer or Bonecarver), or practice any professions in the same general category (e.g. Woodworker. Farmer or Craftsdwarf). The required number of members defaults to 10, but this can be changed in the [[Difficulty#Guilds|difficulty]] settings. Allowing many dwarves to do the same [[labor]]s can lead to them learning enough of that skill to form a guild, as can migrants arriving with skills in the same category. Dwarves in a fortress with a a guild for their profession and a guild for the more general category will be members of both guilds.&lt;br /&gt;
&lt;br /&gt;
The name of a guild and its associated guildhall will reflect the profession of the guild, for example a [[Metalsmith]] guild called &amp;quot;The Guild of Oiling&amp;quot; with a guildhall named &amp;quot;The Cave of Copper&amp;quot;, or a [[Ranger]] guild called &amp;quot;The Autumnal Guild&amp;quot; with a guildhall named &amp;quot;The Grove of Deer&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
== Guildhall ==&lt;br /&gt;
{{main|Guildhall}}&lt;br /&gt;
Shortly after establishment, the guild will petition for the construction of a guildhall, where its members will socialize and hold [[skill]] demonstrations, slowly training them in the skill. However, any guildhall can be built at any time, and even if a guild is not established, any one with the right skill can still hold public demonstrations for idlers; this is useful for having dwarves teach each other [[strange_mood|desirable]] skills. If a guild grows to enough members (25 by default, but can also be changed), they will petition for a Grand guildhall.&lt;br /&gt;
&lt;br /&gt;
A guildhall requires a certain [[Zone#Quality and value|zone value]] to be considered established, as [[appraiser|appraised]] by the fortress' [[broker]].  The default values are 2000☼ to upgrade a meeting place to a guildhall and 10,000☼ for a grand guildhall, but these can be changed in the [[Difficulty#Guilds|difficulty]] settings. Accepting such a petition, but failing to deliver one with enough value, will cause negative thoughts for the guild members after one [[Calendar|year]].&lt;br /&gt;
&lt;br /&gt;
==List of guilds==&lt;br /&gt;
This is a list of guildhalls that you can select when adding a new [[location]] (e.g. {{menu icon|z}} -&amp;gt; set a zone -&amp;gt; [[File:Ui location add.png|28px]] -&amp;gt; &amp;quot;New guildhall&amp;quot; -&amp;gt; choose a guild type). General guilds are in '''bold''', followed by specific guilds they include.&lt;br /&gt;
&lt;br /&gt;
There are many [[peasant]] and other non-productive &amp;quot;professions&amp;quot; that will not have guildhalls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Miner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Woodworker]] hall&lt;br /&gt;
| [[Carpenter]] hall • [[Bowyer]] hall • [[Woodcutter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneworker]] hall&lt;br /&gt;
| [[Engraver]] hall  • [[Mason]] hall &lt;br /&gt;
|-&lt;br /&gt;
! [[Ranger]] hall&lt;br /&gt;
| [[Animal caretaker|Animal Caretaker]] hall • [[Hunter]] hall • [[Trapper]] hall • [[Animal dissector|Animal Dissector]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Metalsmith]] hall&lt;br /&gt;
| [[Furnace operator|Furnace Operator]] hall • [[Weaponsmith]] hall • [[Armorsmith|Armorer]] hall • [[Blacksmith]] hall • [[Metalcrafter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Jeweler]] hall&lt;br /&gt;
| [[Gem cutter|Gem Cutter]] hall • [[Gem setter|Gem Setter]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Craftsdwarf]] hall&lt;br /&gt;
| [[Woodcrafter]] hall • [[Stonecrafter]] hall • [[Leatherworker]] hall • [[Bone carver|Bone Carver]] hall • [[Weaver]] hall &amp;lt;br /&amp;gt;• [[Clothier]] hall • [[Glassmaker]] hall • [[Potter]] hall • [[Glazer]] hall • [[Wax worker|Wax Worker]] hall • [[Strand extractor|Strand Extractor]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Fishery worker|Fishery Worker]] hall&lt;br /&gt;
| [[Fisherdwarf]] hall • [[Fish dissector|Fish Dissector]] hall • [[Fish cleaner|Fish Cleaner]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Farmer]] hall&lt;br /&gt;
| [[Cheese maker|Cheese Maker]] hall • [[Milker]] hall • [[Cook]] hall • [[Thresher]] hall • [[Miller]] hall • [[Butcher]] hall • [[Tanner]] hall&amp;lt;br /&amp;gt; • [[Dyer]] hall • [[Grower|Planter]] hall • [[Herbalist]] hall • [[Brewer]] hall • [[Soaper|Soap Maker]] hall • [[Potash maker|Potash Maker]] hall&amp;lt;br /&amp;gt; • [[Lye maker|Lye Maker]] hall • [[Wood burner|Wood Burner]] hall • [[Shearer]] hall • [[Spinner]] hall • [[Presser]] hall • [[Beekeeper]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Engineer]] hall&lt;br /&gt;
| [[Mechanic]] hall • [[Siege engineer|Siege Engineer]] hall • [[Siege operator|Siege Operator]] hall • [[Pump operator|Pump Operator]] hall&lt;br /&gt;
|-&lt;br /&gt;
! [[Doctor]] hall&lt;br /&gt;
| [[Diagnostician|Diagnoser]] hall • [[Bone doctor|Bone Doctor]] hall • [[Suturer]] hall • [[Surgeon]] hall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guilds in World Generation==&lt;br /&gt;
Guilds are formed in world generation, by civilizations that value [[Personality value#CRAFTSMANSHIP|craftsmanship]], such as [[dwarf|dwarves]] and [[human]]s. These guilds will have various [[historical figure]]s take up positions in them, as well as build themselves guildhalls in settlements, and have also been observed to occasionally help construct monasteries for [[Temple|religious groups]]. There are always four possible positions in the generated guilds: A Leader (dean/doyen, handles negotiations), an Alderman (manages work orders), a Steward (handles trade) and a Clerk/[[Record keeper]] (see [[Variable_positions#Guilds| variable guild positions]] for further technical details about the positions). The formation of a guild will always also result in the construction of a guild hall at the same time, but the guild positions (which are created with the formation of the guild) might not get filled for a long time (and stay empty) or only some of them getting filled with a historical figure during world generation. In most cases the site, where the guild hall is constructed, is a Fortress or Town, but occasionally a guild can also be found at a Forest Retreat (controlled by humans or dwarves when the guild was founded and not by the [[elf| tree-huggers]]).&lt;br /&gt;
&lt;br /&gt;
The guild positions are not yet available within fortress mode (and are in fact superfluous as the responsibilities are already performed by the recordkeeper, manager, broker and mayor/expedition leader of any dwarven fortress), and thus, guilds made in fortresses don't get them.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In light of recent accidents, the Farmer's Guild has been restricted from performing any gelding demonstrations until further notice.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves with Master or higher skill in fishing appear to be able to lead milking demonstrations at legendary level, regardless of their actual Milker skill.&lt;br /&gt;
&lt;br /&gt;
Despite recent events in the human world, the Writer's Guild of the Mountainhomes is still working...for now.&lt;br /&gt;
&lt;br /&gt;
The Stone Carvers Guild has been outlawed for undwarven activities. The Stone Cutters Guild has been outlawed for failure to follow Dwarven Occupation Safety Guidelines.&lt;br /&gt;
{{Category|Jobs}}{{Template:V50 entities}}&lt;br /&gt;
[[ru:Guild]]&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Company&amp;diff=315491</id>
		<title>Company</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Company&amp;diff=315491"/>
		<updated>2026-03-12T14:14:12Z</updated>

		<summary type="html">&lt;p&gt;91.49.243.26: Changed Mountain Halls to Fortresses (as the type &amp;quot;MountainHalls&amp;quot; according to dfhack can translate to Fortress in Legends Mode) and Mountain Halls (Legends Mode) do not contain any structures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Trade '''companies''' are mostly world-gen only entities focused on lucrative trade (but their positions, see [[Variable_positions#Merchant_Company|variable positions]], have the necessary flags set to give [[Quest|quests]] to adventurers in adventure mode). Their Headquarters - a [[counting house]] - will usually be founded in a [[town]], but could occasionally also be found in a [[Forest_retreat|forest retreat]] (ie. during a time the forest retreat was taken over by humans). Their Headquarters cannot switch ownership. Branches (or trade outposts), which are also based in counting houses, can be founded in other sites (including forest retreats, Fortresses and dark fortresses) and can either be build or purchased and these counting houses can switch ownership (ie. due to bandits having taken over a counting house and using it as a base of operation). In worldgen, traveling merchants and companies piggy-back on the more abstract industry/trade simulation that links most sites. At their peaks, the companies will form multiple branches (or trade outposts) in other civs along the trade routes to facilitate more cross-civ link formation.&lt;br /&gt;
&lt;br /&gt;
Trade companies are distinct from [[mercenary]] orders, although these are sometimes also called companies.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Company]]&lt;/div&gt;</summary>
		<author><name>91.49.243.26</name></author>
	</entry>
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