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Social skill

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

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Social skills are used mainly by the expedition leader, manager and broker in interactions between the dwarves in your fortress, as well as when talking with liaisons, diplomats, and merchants. Social skills can be acquired at embark, while performing various administrative tasks, or while socializing in a tavern. The starting dwarf with the most social skills will almost always become the expedition leader, who will automatically become your first mayor, so when giving social skills to your starting dwarves, don't give them to one whose preferences will lead to obnoxious mandates when s/he becomes mayor.

The following list is based on the skills listed in the nobles screen when replacing a noble.

List of social skills[edit]

Conversational skills[edit]

Social skills are trained at the tavern, during a conversation between two or more idle dwarves, and when trading. They are also listed as mayor skills.

Social
 

There are 7 different types of conversations, each with their own skill sets. Creatures will use whichever skills are available to them (based on their personality facets), and if no skills are available, they will use Negotiation regardless. Skills which are especially relevant will have their skill rolls multiplied (by the number of checkmarks shown), and ones which are less relevant (marked with "x") will be cut in half.

Task Conversation Comedy Flattery Judge intent Lying Intimidation Persuasion Negotiation Console Pacify
Calm Venter √√√
Vent √√
Discuss Request x √√ x √√√
Haggle √√√ √√√ √√
Cover for Gaffe √√ x √√
Console x x √√√
Chat

Broker skills[edit]

The "haggle" skills listed above are used in (and trained by) trading, increasing the chances of a deal being successful. Judge of intent skill is particularly important as it allows a broker to see how a trader feels about a particular deal. Note that the Appraiser skill, which is not a social skill, is also very important during the trading process. The skill is required for the player to see the monetary value of sellable items, as well as how accurately their prices can be displayed.

The "cover for gaffe" skills come into play whenever you screw up and offer the Elves something wrong - the higher your broker's skill levels, the less angry the merchants will become (and the greater your chance to be able to continue trading during that season).

Diplomat skills[edit]

The "discuss request" skills are useful when negotiating trade agreements, maximizing the profit you can make by selling the goods they want, and minimizing how much extra you have to pay for items you want from them. It also allows you to cut down more trees without getting the Elves angry.

Mayor skills[edit]

While all the conversational skills are important for a mayoral dwarf seeking reelection by making friends, dwarves with the Consoler and Pacifier skills can reduce the likelihood of tantrums by being complained at or cried on (which creates a happy thought for the other dwarf). These skills are also all listed as relevant for the manager.

Gaining social skills[edit]

Fortress Mode[edit]

Dwarves train their social skills when idling in meeting areas or attending parties and they are standing near another dwarf. All allowed social skills train at the same rate, except possibly Conversationalist for some dwarves. What social skills are allowed depends on both beliefs and facets of the particular dwarf. A typical dwarf meets all the non-override requirements except for low TRUTH, allowing all skills except Liar and Flatterer. Normally, all beliefs and all facets must meet the basic requirements. However, if any *single* facet meets the "override" requirement, all belief requirements are waived (but any other facet requirements remain). Note that beliefs range from -50 to +50, while facets range from 0 to 100.

Skill Belief Facet override
Persuader ELOQUENCE ≥ -25 ASSERTIVENESS ≥ 25 ASSERTIVENESS > 75
Negotiator (none) (none) N/A
Judge of Intent (none) (none) N/A
Liar TRUTH ≤ 10 (none) N/A
Intimidator POWER ≥ -25
TRANQUILITY ≤ 25
HARMONY ≤ 25
DISCORD ≥ 25
ASSERTIVENESS ≥ 25
DISCORD > 75
ASSERTIVENESS > 75
Conversationalist ELOQUENCE ≥ 25
HARMONY ≥ 25
LEISURE_TIME ≥ -25
COOPERATION ≥ -25
GREGARIOUSNESS ≥ 25
BASHFUL ≤ 75
GREGARIOUSNESS > 75
BASHFUL < 25
Comedian MERRIMENT ≥ -25 HUMOR ≥ 25 HUMOR > 75
Flatterer TRUTH ≤ 25 FRIENDLINESS ≥ 40 FRIENDLINESS > 75
Consoler STOICISM ≤ 25 DISCORD ≤ 75
CRUELTY ≤ 75
SWAYED_BY_EMOTIONS ≥ 25
DISCORD < 25
CRUELTY < 25
SWAYED_BY_EMOTIONS > 75
Pacifier PEACE ≥ -25 DISCORD ≤ 75 DISCORD < 25

Adventure Mode[edit]

Adventure mode characters can train some social skills by having conversations. (Oddly, Conversationalist is not one of them. Bug:10874) It is unknown if personality facets have any effect.

Judge of Intent and Persuader are trained whenever you argue a value (even if it is not your value) or press the argument. Responding with flattery trains Flatterer. Responding with dismissal trains Intimidator. Responding passively trains Pacifier.

The flatter, calm, and joke options train Flatterer, Pacifier, and Comedian, respectively. The interrogation menu options can train Persuader or Intimidator.

Social skills are important in Adventure mode, as they can let you persuade pretty much anyone into doing anything you want. This includes changing NPCs' values, persuading position holders to give up their title, enlisting you into the army, and so on.

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Spoken
Scholar

Other/Peasant
Unused