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Difference between revisions of "40d:Liaison"

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#REDIRECT [[40d:Outpost liaison]]
'''Liaisons''' are emissaries from different civilizations that accompany traders to your fortress.  They can have different titles ([[Humans]] will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same. Like actual '''diplomats''' they are listed as ''diplomat'' in the unit list.
 
 
 
If your liaison dies then you will ''never'' get a replacement from that race, so protect him well if you rely on the caravan for a source of something that you request.
 
 
 
__TOC__
 
 
 
=== Arrival and Departure ===
 
 
 
The entry point on the map for a liaison is determined before that of the caravan wagons. This can result in the liaison taking a different route to your fortress than the rest of the caravan if the route chosen is not suitable for wagons; the wagons will then enter from a different spot. This means the diplomat has to travel unprotected but this is really the only downside to forcing the wagons to use one particular route. The liaison will then also leave without the caravan once the meeting is done. Providing your own armed escort for the liaison is not a bad plan.
 
 
 
=== Interaction ===
 
 
 
Dwarven liaisons will speak with the highest ranking [[noble]] in your fort, one of:  
 
* [[Duke|Duke/Duchess]]
 
* [[Count|Count(ess)]]
 
* [[Baron|Baron(ess)]]
 
* [[Leader|Expedition Leader/Mayor]]
 
 
 
Human liaisons will only speak with your [[broker]].  Their function is to ask which goods you would like to have sent with their next caravan (for a higher price), and inform you what goods they would like to buy from you the next time, which they too will pay extra to purchase.
 
 
 
Make sure to turn off all labor for the dwarf who needs to meet with the liaison, even the "dwarves all harvest" {{K|o}}rder, because your leader tends to walk away from the meeting, and liaisons will eventually get [[insanity|depressed]] or go [[berserk]] if they do not get their meeting.  This also causes a message saying "A trader went away unhappy" although it's unknown if this has any current in-game effect. A liaison can also go insane if prevented from leaving; this can happen after as little as two months of game time.
 
 
 
If your leader is dead, there is nothing you can do but hope that a new one is elected before the liaison arrives or he/she will leave without a [[meeting]].  If the leader is too injured to hold a meeting, then you must either arrange for them to have an [[unfortunate accident]] in time for a new one to be elected and hold a meeting, or wait for the liaison to go [[insane]] and kill themselves.  Decisions, decisions...
 
 
 
If you are desperate to complete a meeting, consider locking the [[door]] on the meeting room until the meeting is complete. You don't even have to catch both in the office, the liaison is so keen on his bureaucracy, he will happily shout through the door, or even a thin wall.  A sleeping dwarf leader can be woken up by deconstructing his [[bed]], although this will often generate an unhappy [[thought]].  Lastly, an easy way to force the leader into the meeting room is to draft him (this can cause an unhappy thought if he has no military skills) and station him in the meeting room. Undrafting him may or may not be necessary to force the meeting to start.
 
 
 
The meeting can take place independent of [[Trade|trading]] sessions - although the liaison and traders often arrive together, they are not tied in any other way.
 
 
The meeting consists of 8 screens with breaks, the breaks giving your leader a welcome opportunity to walk away from the meeting. Don't think you are done until the liaison confirms it and says farewell!
 
 
 
Conducting a meeting in a public place can generate an unhappy [[thought]]. Conducting a meeting in the leader's private office can generate a happy thought based on the quality of the room{{v|0.27.176.38c}}.
 
 
 
Oddly enough, liaisons don't need to eat, drink or sleep. There is a statement from one of our mayors on this:
 
 
 
:Ironblood: ''"This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off..."
 
''
 
 
 
==Differences by race==
 
The liaisons and diplomats sent by different races differ in certain ways. Note that here, ''race'' refers to the overall civilization, not the individual liaison. It is quite possible to have a liaison of a different race than its parent civ, if that civ has conquered and assimilated members of another race.
 
 
 
===Dwarven===
 
The name of your dwarven liaison will be upgraded to names such as ''city'' or ''metropolis'' liaison, corresponding to your fortress development.
 
 
 
Once your [[King]] arrives, the liaison will become the royal [[Advisor]] and will no longer perform his previous duties.
 
 
 
===Human===
 
The human '''guild representative''' will have different names based on the importance of your fortress. Such names include '''merchant baron''' and '''merchant princess'''.
 
 
 
Humans will also often send a '''diplomat''' separate from the guild representative when your fortress becomes important enough to rate a baron or better noble.  This individual will only speak to your baron (or better), and generally says something inane such as "What a nice place you've carved out for yourself here."  As the noble the diplomat wants to speak with never does anything anyway, you need do nothing to ensure the meeting occurs. If you're in a state of war with the human civilization, the diplomat may come proposing a peace treaty.
 
 
 
===Elven===
 
The elves will not send trade emissaries, but will occasionally send a '''diplomat''' who meets with your head noble (such as the [[Duke/Duchess]]) to talk about the "tree situation" at your fort. If you don't cut ''any'' trees he will actually be happy with you (a happy hippie - impossible). He may also appear and complain without negotiating an actual tree cutting limit (yet), but for most fortresses he will demand that you limit the number of trees you cut down before the elves return the next year. Complaints are tied to the number of logs in stockpiles, not to the number of trees that have actually been cut, so you will still get the complaints if you import wood. Note that underground [[tower-cap]]s also factor into the limit (who lets the sneaky elves peek in our caverns?).
 
 
 
[[Category:Trade]]
 

Latest revision as of 21:56, 18 September 2012