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Editing 23a:Mandate

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A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item.  Fulfilling the mandate gives the noble a happy [[thought]].
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A '''mandate''' is a {{L|noble}}'s request that your {{L|dwarves}} produce a certain item or type of item.  Fulfilling the mandate gives the noble a happy {{L|thought}}.
  
Mandates should not be confused with [[demand]]s.
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Mandates should not be confused with {{L|demand}}s.
  
The king's consort, [[advisor]], [[philosopher]], [[hammerer]], and [[dungeon master]] make no mandates. Other nobles have varying numbers of maximum active mandates.
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The king's consort, {{L|advisor}}, {{L|philosopher}}, {{L|hammerer}}, and {{L|dungeon master}} make no mandates. Other nobles have varying numbers of maximum active mandates.
  
== Production Order ==
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There are two types of mandates: production mandates and export bans.
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single [[mug]] is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a [[caravan]] will not fulfill a mandate. Making metal items includes smelting [[ore]] to create metal [[bar]]s of that type. Due to the mechanics of smelting, one job can produce up to 2 metal bars ([[bronze]], [[brass]], [[steel]], and [[electrum]]), these will count as 2 items.
 
  
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.
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== Production Mandate ==
  
== Export Ban ==
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When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single {{L|mug}} is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Getting the required items from a {{L|caravan}} will not fulfill a mandate. Making metal items includes smelting {{L|ore}} to create metal {{L|bar}}s of that type. Due to the mechanics of smelting, one job can produce up to 2 metal bars ({{L|bronze}}, {{L|brass}}, {{L|steel}}, and {{L|electrum}}), these will count as 2 items.
Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items.
 
  
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it.
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If a production mandate expires without being fulfilled, the noble will get an unhappy {{L|thought}}, and one or more dwarves will be sentenced to punishment for the 'violation of production order' {{L|Justice|crime}}. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.
  
== Job Order ==
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== Export Bans ==
If a particular [[guild]] represented at your fortress is not given enough work to do, its leader will meet with your [[Mayor]] who, at the beginning of the next season, will either raise guild wages to 150% or mandate that 10-20 guild jobs be completed. Unlike normal production mandates, these jobs must be completed by the end of the season. The only penalty of ignoring these mandates is that the Mayor will get an unhappy thought and the Manager will be charged with the "Violation of Job Order" crime (which will have no effect, since nobles are exempt from punishment), as well as the implication that your workers will continue to complain to their guild leader about not having enough work to do.
 
  
== Mining Order ==
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Export bans forbid the export of some goods, and can be for either goods of a certain type, like {{L|armor|chain mail}}, or goods of a certain material, like {{L|copper}} items.
Once the [[King]] has arrived at your fortress, he will begin mandating that you "mine to the yellow line", forcing you to eventually uncover the [[eerie glowing pit]]s and discover the [[adamantine]]-lined chasm. Once the adamantine has been reached, the mandates will change, forcing you to mine the adamantine and/or make adamantine goods, eventually leading to the "Too Deep" ending. Failing to comply with the King's orders will result in your miners or metalsmiths being sentenced to 100 days in prison or ''100 hammerstrikes''.
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Violating an export ban by {{L|trade|trading}} any of the item away is a {{L|Justice|crime}} for each of the haulers who brought a prohibited item (that was sold) to the {{L|trade depot}} - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Oddly, trading banned items which were carried to the depot in {{L|bin}}s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it.
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== The King ==
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Once the King has arrived at your fortress, he will begin mandating that you "mine to the yellow line", forcing you to eventually uncover the {{L|eerie glowing pit}}s and discover the {{L|adamantine}}-lined chasm. Once the adamantine has been reached, the mandates will change, forcing you to mine the adamantine and/or make adamantine goods, eventually leading to the "Too Deep" ending. Failing to satisfy these mandates results in extremely cruel punishment toward your miners - 200{{verify}} days in prison or 100 hammerstrikes.
  
 
== Mandates & preferences ==
 
== Mandates & preferences ==
Personal [[preference]]s have a strong influence on what type of items and what type of [[material]]s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.
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Personal {{L|preference}}s have a strong influence on what type of items and what type of {{L|material}}s a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will often either ban that item or mandate its production; nobles with a preference for a specific material will, likewise, either ban the export of items made from that material, or mandate similar production.
  
Nobles with extraordinary preferences or preferences for items or materials that are too hard to produce (particularly rare [[gem]]s) will be a problem for your fortress.  If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.
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Nobles with extraordinary preferences or preferences for items or materials that are too hard to produce (particularly rare {{L|gem}}s) will be a problem for your fortress.  If unavoidable, such nobles may be destined for an {{L|unfortunate accident}} - for the good of the fortress as a whole.
  
 
== Viewing Mandates ==
 
== Viewing Mandates ==
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.
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Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the {{L|nobles screen}}.  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then it is an export ban.
 
 
==Punishment==
 
Failure to complete a mandate will generally result in the punishment of dwarves relevant to the mandate's criteria. The severity of the punishment depends on the effective rank of the noble - for example, violating a mandate placed by the [[tax collector]] is likely to only result in brief [[jail]] time or a [[beating]], while violating the [[duke]]'s mandate can result in extended jail time or as many as 10 hammerstrikes, and defying the [[King]]'s orders is effectively a death sentence.
 
  
 
{{Category|Nobles}}
 
{{Category|Nobles}}
 
{{Category|Fortress mode}}
 
{{Category|Fortress mode}}

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