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==Who Are These Purple Dwarves?==
 
==Who Are These Purple Dwarves?==
  
Nobles are special dwarves who will immigrate to your fortress when you meet certain requirements. They will only arrive in the Spring, and they will only show up after a successful visit from the Autumn [[trade|caravan]]. They have far greater requirements for happiness than a common dwarf and will perform almost no labor in the normal sense of the word. They can and will make extremely inconvenient demands of your time and production and a few are well armed and armored, which becomes relevant if you ignore their happiness long enough for them to throw tantrums or go berserk.
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Nobles are special dwarves who will immigrate to your fortress when you meet certain requirements. They have far greater requirements for happiness than a common dwarf and will perform almost no labor in the normal sense of the word. They can and will make extremely inconvenient demands of your time and production and are usually well armed and armored, which becomes relevant if you ignore their happiness long enough for them to throw tantrums or go berserk.
  
 
===Social Complexity===
 
===Social Complexity===
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Each noble's profile will give the exact details of what he requires. In general, they demand several rooms of a quality dependent on the rank of the noble. Usually, this is an [[office]] (built from chairs), a [[dining room]] (built from tables) and a [[bedroom]] (built from beds). In addition, they will want furniture of certain kinds. The specifics vary, but most nobles like having [[chest]]s, [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s in their rooms.
 
Each noble's profile will give the exact details of what he requires. In general, they demand several rooms of a quality dependent on the rank of the noble. Usually, this is an [[office]] (built from chairs), a [[dining room]] (built from tables) and a [[bedroom]] (built from beds). In addition, they will want furniture of certain kinds. The specifics vary, but most nobles like having [[chest]]s, [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s in their rooms.
  
Nobles have an inherent desire to maintain the status quo. Pursuant to this, they will always receive an unhappy thought if they do not have more material possessions and better property than their subordinates. Frustratingly, not even Legendary dwarves are exempt from this comparison with nobles. Nobles may also have worries or concerns related to their specific field. The Sheriff, for example, will receive an unhappy thought if you do not have sufficient [[cage]]s or [[restraint|chains]], and the Captain of the Guard will be upset if there are too few [[fortress guard]]s.
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Nobles have an inherent desire to maintain the status quo. Pursuant to this, they will always receive an unhappy thought if they do not have more material possessions and better property than their subordinates. Only Legendary dwarves are exempt from this comparison with nobles. Nobles may also have worries or concerns related to their specific field. The Sheriff, for example, will receive an unhappy thought if you do not have sufficient [[cage]]s or [[restraint|chains]], and the Captain of the Guard will be upset if there are too few [[fortress guard]]s.
  
 
===Mandates===
 
===Mandates===
  
Some nobles also issue mandates for production of different items (items they like personally) or prohibit their export. Nobles become upset if production mandates aren't met at the appointed deadline.
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Some nobles also issue mandates for production of different items - usually items they like personally - or prohibit exports of a certain products. Nobles become upset if production mandates aren't met at the appointed deadline. These [[mandate]]s seem to increase in volume as time passes, and they also seem to increase in number if the nobles are living in rooms that are below their standards.
  
 
===Guild Mandates===
 
===Guild Mandates===
  
 
Once you have a [[mayor]] and one or more guild nobles you may periodically see another type of mandate. If a dwarf spends too much of a season idle or doing tasks outside their profession, they will become unhappy about the amount of work available and will seek out a meeting with their guild representative (if their guild is present). The guild noble will then take their complaints to the Mayor, who will issue a mandate the next season requiring a certain number of profession-specific tasks to be completed. These mandates can be avoided entirely by making sure all dwarves have plenty of work related to their profession; if you have too many immigrants in a profession you don't need, train them in something else until their profession changes or draft them into the military if you want to avoid them taking time off to complain to the guilds.
 
Once you have a [[mayor]] and one or more guild nobles you may periodically see another type of mandate. If a dwarf spends too much of a season idle or doing tasks outside their profession, they will become unhappy about the amount of work available and will seek out a meeting with their guild representative (if their guild is present). The guild noble will then take their complaints to the Mayor, who will issue a mandate the next season requiring a certain number of profession-specific tasks to be completed. These mandates can be avoided entirely by making sure all dwarves have plenty of work related to their profession; if you have too many immigrants in a profession you don't need, train them in something else until their profession changes or draft them into the military if you want to avoid them taking time off to complain to the guilds.
 
Beware that the Mayor can only accept requests from 3 guilds per season; if more than 3 guilds make requests during a single season, then those requests will be ignored, making those guilds unhappy and potentially leading them to go on strike.
 
  
 
===Demands===
 
===Demands===
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==So Why Not Just Drown the Snooty Buggers?==
 
==So Why Not Just Drown the Snooty Buggers?==
  
Despite their downsides, nobles usually provide you with significant advantages as well - the [[Broker]] will allow you to see the cash value of the goods you trade in the trade interface, the [[Bookkeeper]] gives you access to the [[Stocks]] screen so you can [[melt]] items or [[chasm]] them, and the [[Manager]] will allow you to place large-scale production orders for any item in the game rather than locating individual workshops and queueing up the jobs one at a time. Additionally, though most nobles "will not work" (according to the {{k|v}} menu), this merely means they will not do any job from the official "jobs list." They will, however, harvest food, move items to the trade depot, pull levers, and, in some cases, move caged animals/monsters.
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Despite their downsides, nobles usually provide you with significant advantages as well. As examples, the Broker will allow you to see the cash value of the goods you trade in the trade interface and the Manager will allow you to place large-scale production orders for any item in the game rather than locating individual workshops and queueing up the jobs one at a time. Additionally, though most nobles "will not work" (according to the {{k|v}} menu), this merely means they will not do any job from the official "jobs list." They will, however, harvest food, move items to the trade depot, pull levers, and, in some cases, move caged animals/monsters.
  
Killing a noble is worse than killing a normal dwarf: deaths cause your immigration to be lower, and noble deaths have a larger impact on immigration. Nobles that die are replaced in a later immigration season, so there's no way to get rid of them permanently. If a married Noble dies and his/her consort survives, the replacement will arrive with _another_ consort. (Yes, they are multiplying. Be very afraid.)
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Killing a noble is only slightly worse than killing a normal dwarf: deaths cause your immigration to be lower, and noble deaths have a larger impact on immigration. Nobles that die are replaced in a later immigration season. If a Noble dies while his/her consort survives, the arrival of their replacement will result in multiple consorts. (Yes, they are multiplying. Be very afraid.)
  
 
==Types of nobles==
 
==Types of nobles==
  
The nobles available to a fortress include the following. Requirements for each noble are in parentheses, and nobles which are indented arrive with the noble above them.
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The nobles available to a fortress include the following. Requirements for each noble are in italics.
  
 
===Assorted===
 
===Assorted===
* The [[Manager]] (20 dwarves, diverse tasks) - Enables work orders and [[Workshop#Workshop profiles|workshop profiles]], activates [[Dwarven economy]] when combined with [[Bookkeeper]]
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** The [[Sheriff]] - Activates Dwarven [[Justice]]
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* The [[Manager]] ''(20 dwarves, perform "diverse tasks")'' - Activates mass orders, allows workshops to require a particular skill range, needed for [[dwarven economy]] along with the Bookkeeper
* The [[Mayor]] (50 dwarves, diverse tasks) - Takes complaints from guild leaders
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** The [[Sheriff]] (20 dwarves) - Activates Dwarven Justice, comes with Manager
** The [[Captain of the guard]] - Activates [[Fortress guard]], promoted from [[Sheriff]]
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* The [[Captain of the guard]] (50 dwarves; promoted from Sheriff)
* The [[Governor]] (80 dwarves, diverse tasks) - Meets with [[diplomat]]s if the [[Baron]], [[Count]], [[Duke]], or [[King]] is unavailable
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* The [[Mayor]] (50 dwarves) - Activates [[Fortress guard]], enables [[Siege]]s.
* The [[Philosopher]] (100 dwarves) - Does nothing
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* The [[Governor]] (80 Dwarves, perform "diverse tasks")
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* The [[Philosopher]] (100 dwarves)  
  
 
===Economy & trade===
 
===Economy & trade===
* The [[Broker]] (Exported wealth 500☼) - Shows item values in the Trade screen, attracts Human [[guild representative]]
 
* The [[Trade minister]] (Exported wealth 2,500☼) - Attracts Human [[merchant baron]]
 
* The [[Guildmaster]] (Exported wealth 10,000☼) - Attracts Human [[merchant prince]]
 
  
* The [[Bookkeeper]] (Created wealth 5,000☼ + 2,500 [[coin]]s) - Allows viewing fortress wealth and the [[stocks]] screen, activates [[Dwarven economy]] when combined with [[Manager]]
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* The [[Broker]] (Export 500☼) - Attracts Human Representative, Activates Trade Agreements
* The [[Treasurer]] (Created wealth 25,000☼ + 15,000 coins)
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* The [[Trade minister]] (Export 2500☼) - Attracts Human Merchant Baron, enables [[Siege]]s.
* The [[Hoardmaster]] (Created wealth 100,000☼ + 50,000 coins)
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* The [[Guildmaster]] (Export 10000☼) - Attracts Human Merchant Prince
 
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* The [[Bookkeeper]] (Wealth 5000☼ + 2500 [[coin]]s) - Activates [[Dwarven economy]] when combined with a manager
* The [[Dungeon master]] (Dig to chasm + 25,000 coins) - Allows making [[electrum]], minting coins from [[electrum]] and [[platinum]], and taming exotic creatures
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* The [[Treasurer]] (Wealth 25000☼ + 15000 coins)
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* The [[Hoardmaster]] (Wealth 100000☼ + 50000 coins)
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* The [[Dungeon master]] (Dig to chasm + 25000 coins) - Make electrum, tame exotics
  
 
===Guild leaders===
 
===Guild leaders===
* The [[Miners guild]] representative (have 10 [[miner]]s)
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* The [[Miners guild]] representative - have 10 [[miner]]s.
* The [[Carpenters guild]] representative (have 10 [[carpenter]]s)
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* The [[Carpenters guild]] representative - have 10 [[carpenter]]s.
* The [[Masons guild]] representative (have 10 [[mason]]s)
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* The [[Masons guild]] representative - have 10 [[mason]]s.
* The [[Metalsmiths guild]] representative (have 10 [[metalsmith]]s)
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* The [[Metalsmiths guild]] representative - have 10 [[metalsmith]]s.
* The [[Jewelers guild]] representative (have 10 [[jeweler]]s)
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* The [[Jewelers guild]] representative - have 10 [[jeweler]]s.
* The [[Craftsdwarves guild]] representative (have 10 [[craftsdwarf|craftsdwarves]] and/or [[mechanic]]s)
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* The [[Craftsdwarves guild]] representative - have 10 [[craftsdwarf|craftsdwarves]] and/or [[mechanic]]s.
* The [[House råsh]] (Råshid) representative (have 100 dead dwarves)
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* The [[House råsh]] (Råshid) representative - have 100(?) dead dwarves.
* The [[House fer]] (Ferite) representative (have 10 [[trapper]]s, 50 tamed animals, or complete 30 taming jobs)
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* The [[House fer]] (Ferite) representative - have 10 [[trapper]]s, 50 tamed animals, or complete 10 taming jobs.
* The [[House ber]] (Berite) representative (have 10 [[farmer]]s and/or [[fisherdwarf|fisherdwarves]], or complete 450 farming jobs)
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* The [[House ber]] (Berite) representative - have 10 [[farmer]]s and/or [[fisherdwarf|fisherdwarves]], or complete 450 farming jobs.
* The [[Alchemist (noble)|Alchemist]] (complete 10 soap/extract jobs)
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* The [[Alchemist (noble)|Alchemist]] - complete 10 soap/extract jobs.
  
 
===Military order representatives===
 
===Military order representatives===
* The [[Order of the axe]] representative (Forge 50 axes)
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* The [[Order of the crossbow]] representative (Forge 50 crossbows)
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* The [[Order of the axe]] representative. (Forge 50 axes)
* The [[Order of the hammer]] representative (Forge 50 hammers)
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* The [[Order of the crossbow]] representative. (Forge 50 crossbows)
* The [[Order of the mace]] representative (Forge 50 maces)
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* The [[Order of the hammer]] representative. (Forge 50 hammers)
* The [[Order of the spear]] representative (Forge 50 spears)
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* The [[Order of the mace]] representative. (Forge 50 maces)
* The [[Order of the sword]] representative (Forge 50 swords)  
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* The [[Order of the spear]] representative. (Forge 50 spears)
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* The [[Order of the sword]] representative. (Forge 50 swords)  
  
 
===True nobility===
 
===True nobility===
* The [[Baron]] and [[Baron consort]] (have [[Manager]], [[Broker]], and [[Bookkeeper]]) - Attracts Human and Elf [[Diplomat]]s
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** The [[Tax collector]] - Gathers property to please nobles, activates the [[Royal guard]]
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* The [[Baron]] and [[Baron consort]]. (have [[Manager]], [[Broker]], and [[Bookkeeper]]) - Attracts Human and Elf Diplomats
** The [[Hammerer]] - Executes dwarves who have committed serious crimes
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** The [[Tax collector]] (Comes with Baron)
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** The [[Hammerer]] (Comes with Baron)
 
* The [[Count]] and [[Count consort]] (have [[Mayor]], [[Trade minister]], and [[Treasurer]])
 
* The [[Count]] and [[Count consort]] (have [[Mayor]], [[Trade minister]], and [[Treasurer]])
 
* The [[Duke]] and [[Duke consort]] (have [[Governor]], [[Guildmaster]], and [[Hoardmaster]])
 
* The [[Duke]] and [[Duke consort]] (have [[Governor]], [[Guildmaster]], and [[Hoardmaster]])
* The [[King]] and [[King consort]] (have [[Duke]] and fulfill requirements '''or''' find [[adamantine]]) - Makes your fortress the Mountainhome and compels you to mine [[raw adamantine]]
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* The [[King]] and [[King consort]] (have [[Duke]] and fulfill requirements '''or''' find [[adamantine]])
** The [[Advisor]] - Promoted from your former [[Outpost liaison]], which means you can no longer request goods from the Dwarven caravan
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** The [[Advisor]] (Comes with King/Queen)
  
 
==Summary of Requirements==
 
==Summary of Requirements==

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