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Difference between revisions of "40d:Outpost liaison"

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m (restore this note - outpost liaison isn't a Diplomat, so it doesn't get bodyguards)
 
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An '''outpost liaison''' is a diplomat sent by the Mountainhomes. They arrive together with the dwarven [[caravan]] sometime during the [[calendar|autumn]], escorted by an [[axedwarf]].
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{{quality|Exceptional|15:43, 30 September 2010 (UTC)}}{{av}}
  
The outpost liaison will offer to let you order specific goods from the Mountainhomes that will be sent with the caravan the next autumn and announce what goods will be in high demand then, being more valuable for export. They will only talk with your [[expedition leader]]; if your leader is dead, then you must assign a new one using the {{k|n}} screen before the liaison arrives or she will leave without a [[meeting]].
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The '''outpost liaison''' is an emissary from your home civilization. If your liaison dies, you will ''never'' get a replacement, so protect him well if you rely on the caravan for a source of something that you request.
  
To conduct a meeting with the liaison, your expedition leader must be available. If he is busy, the liaison will remain in the fortress for a long time and can become insane. To avoid this, after trading with the caravan, uncheck any job assignment the expedition leader has via the {{K|j}} screen until he will accept conduct meeting as job. The meeting can consist of up to 9 screens and may be interrupted, your leader even walking away from it. Dont think you are done until the liason confirms it and says farewell!
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As your [[fortress]] increases in rank, the liaison's name will change accordingly - for example, a Metropolis will receive a '''Metropolis Liaison''' with the Dwarven caravan. When the [[King]] arrives with his entourage and you become a Mountainhome, your liaison will arrive as the royal [[Advisor]] and become a permanent member of your fortress, no longer performing his previous duties; if the King arrives due to the discovery of [[raw adamantine]], you will still no longer receive a liaison, even though he may still be at the former mountainhomes.
  
[[Category:Trade]]
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The liaison arrives at the same time as the Dwarven [[caravan]], though at a completely different location along the edge of the map. This means the liaison has to travel unprotected, so providing your own armed escort for the liaison is not a bad plan. The liaison will then also leave without the caravan once the meeting is done.
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== Interaction ==
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The liaison will speak with the highest ranking [[noble]] in your fort, one of:  
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* [[Duke|Duke/Duchess]]
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* [[Count|Count(ess)]]
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* [[Baron|Baron(ess)]]
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* [[Leader|Expedition Leader/Mayor]]
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If the liaison decides to meet with your Expedition Leader or Mayor, make sure to turn off all of his labors along with the "dwarves all harvest" {{K|o}}rder, because your leader will tend to walk away from the meeting, making it take far too long to complete. A particularly impatient liaison may decide to give up and leave without completing the meeting, displaying the message "Diplomacy Stymied - A diplomat has left unhappy". A liaison can also go [[insanity|insane]] if prevented from leaving; this can happen after as little as two months of game time.
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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 arrange for them to have an [[unfortunate accident]] in time for a new one to be elected and hold a meeting.
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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]].  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.
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The meeting can take place independent of [[Trade|trading]] sessions - although the liaison and traders arrive together, they are not tied in any other way.
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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!
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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.
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Oddly enough, liaisons don't need to eat, drink or sleep.
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{{Category|Trade}}

Latest revision as of 01:25, 7 June 2022

This article is about an older version of DF.

The outpost liaison is an emissary from your home civilization. If your liaison dies, you will never get a replacement, so protect him well if you rely on the caravan for a source of something that you request.

As your fortress increases in rank, the liaison's name will change accordingly - for example, a Metropolis will receive a Metropolis Liaison with the Dwarven caravan. When the King arrives with his entourage and you become a Mountainhome, your liaison will arrive as the royal Advisor and become a permanent member of your fortress, no longer performing his previous duties; if the King arrives due to the discovery of raw adamantine, you will still no longer receive a liaison, even though he may still be at the former mountainhomes.

The liaison arrives at the same time as the Dwarven caravan, though at a completely different location along the edge of the map. This means the liaison has to travel unprotected, so providing your own armed escort for the liaison is not a bad plan. The liaison will then also leave without the caravan once the meeting is done.

Interaction[edit]

The liaison will speak with the highest ranking noble in your fort, one of:

If the liaison decides to meet with your Expedition Leader or Mayor, make sure to turn off all of his labors along with the "dwarves all harvest" order, because your leader will tend to walk away from the meeting, making it take far too long to complete. A particularly impatient liaison may decide to give up and leave without completing the meeting, displaying the message "Diplomacy Stymied - A diplomat has left unhappy". 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 arrange for them to have an unfortunate accident in time for a new one to be elected and hold a meeting.

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. 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 trading sessions - although the liaison and traders 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.

Oddly enough, liaisons don't need to eat, drink or sleep.