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219 lines
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219 lines
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Nobles and other useless sods
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You’ve come a long way, padawan, but don’t worry, I won’t let any
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stupid angsty teenager come and strike you down because he’s in a tizzy
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having lost his mum! No, nothing of the sort! Baby Dwarf Fortress
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managers like yourself will prosper and grow strong like a seedling,
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going on to bear nice dwarven fruit. And not the Class-C sort of fruit
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that gets picked and sold on the streets, no, nice, rare, delicious
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fruit! Anyway, where was I? Oh, yes, chapter 7, Nobles and other
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layabouts. Get on with it!
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Interior decorating
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===================
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Decorating your massive housing project should be complete now. Here’s
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how mine looks. Every room has a bed and a door and the noble rooms
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(they will need four rooms each, as a rule) are kitted out with
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assorted stuff to keep any nobles who visit happy. Lets cover off the
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details.
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.. image:: images/07-lotsa-beds.png
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:align: center
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Nobles (from the :kbd:`n` menu) generally want a bedroom (assigned from a
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bed), a dining room (assigned from a table), an office (assigned from a
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chair) and often a tomb as well (assigned from a coffin). For
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simplicty’s sake, set up each room in its own contained area and then
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throw in some decorations to keep the noble happy, like armor stands,
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weapon stands, containers, statues, cabinets, cages (with their
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favourite animal in them), that sort of thing. Usually nobles want at
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least two of most of those items so produce a ton and get placing!
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What is all this about nobles I hear you ask? Well, once your fortress
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gets to a certain size, those purple slacker dwarves will come to live
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in your fortress. They usually don’t do much (other than haul stuff)
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but they do make demands. Their biggest demand is for rooms, which need
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to be of a certain quality. Quality can be increased through smoothing
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and engraving the walls of the room as well as adding more furniture,
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especially high quality furniture.
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The other thing nobles do is make mandates. Mandates are demands by
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the noble for things to be done, like the production of certain goods,
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or a ban on the export of certain goods. It pays to try and meet the
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demands of your nobles or they may go crazy and cause all kinds of
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problems.
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Lets have a look at nobles. Go ahead and hit :kbd:`n`. This is your noble
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list, right now it should be fairly short, but in time it will grow.
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Chances are it looks like this:
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.. image:: images/07-noble-list.png
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:align: center
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In most new fortresses only one dwarf is set as expedition leader. As
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the fortress grows more noble ranks will appear in this list and more
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positions will be filled. However we've been 'lucky' - one of our dwarves
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has become king, presumably because all the other candidates died.
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This is kinda cool, but a king can also be unreasonably demanding.
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Lets look at the king. Hit :kbd:`Enter` and you’ll see info about the
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state of his stuff. Our king owns 14 objects, mostly clothes,
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and has :guilabel:`meagre quarters`. Rooms and item he 'needs' are
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in red, and things he has (but aren't good enough) are in yellow.
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Start building a sweet suite, and we'll come back to him later.
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.. image:: images/07-king1.png
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:align: center
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Next job for you is to assign a book keeper. Usually, if you embark
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with at least one dwarf with the :guilabel:`appraiser` skill (good idea, by the
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way), this job would already be filled. But for now it’s vacant. This
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skill is what makes our stock count accurate (more on that later).
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Fortunately for us we can chose a dwarf to do the job. They might not
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be doing a good job at first (having no skill), but they will learn,
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and they provide a useful function, accurate stocktaking!
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So, in the nobles screen use the arrow keys to scroll down to
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:guilabel:`Bookkeeper` and hit :kbd:`Enter`. Find Eshtan and hit :kbd:`Enter`,
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assigning him to this job. The bookkeeper requires an office to work,
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just as well we just assigned him one, right?
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Next, with Bookkeeper still highlighted hit :kbd:`s` for :guilabel:`settings`
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(the only noble role you can assign settings for). The screen you’ll see now
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dictates how much time your dwarf will spend counting. Use the arrow to
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scroll to :guilabel:`Highest` and hit enter. Eshtan will now work very hard to
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get all our stock counts accurate!
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Finally, let's assign a room to our bookeeper - he's not demanding any,
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but it'll be useful to know how when the royal rooms are finished.
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:kbd:`q` to see the room, :kbd:`a` to assign, select the dwarf in question,
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and finally :kbd:`Enter` to set. Now go back to the noble list and you'll
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now see his holdings have changed!
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There you go, a quick overview of nobles. As you play the game more you
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will have to deal with nobles a lot, but don’t worry, :wiki:`the Dwarf
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Fortress Wiki <Nobles>` should provide you with heaps of tips and advice should
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you get confused.
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Accounting is fun! Really!
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==========================
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We’ve mentioned stocks, but not discussed the stock screen yet, so lets
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get to it now. Hit :kbd:`z` and you’ll see this screen:
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.. image:: images/07-stocks.png
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:align: center
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Lets go over what you’re seeing here:
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* Across the top are sub menu options. You can scroll through them
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using the arrow keys (:kbd:`←` and :kbd:`→`) and then hit :kbd:`Enter`
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to learn more.
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* There’s a description of your wealth on the left. We can get more
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accurate details with a skilled bookeeper.
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* There are food store stats, but those question marks indicate we
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really aren’t that sure how much food or drink we’ve got. The
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bookkeeper should turn these figures accurate fairly soon.
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* Then we have population information. Not too interesting I find.
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With :guilabel:`Animals` selected, hit enter. You can see all the animals in
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your fortress on the following screen. This is also the screen you can set
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animals to be butchered en mass. If you set a few to be butchered a
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dwarf with :guilabel:`small animal dissection` and :guilabel:`butchery`
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skills enabled will
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run off and start grabbing those animals and chopping them up in the
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Butchery. You won’t need to set anything at that workshop, the butcher
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tasks gets added automatically.
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Butchering animals is a great way to get a lot of food, bones and skin
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(for tanning into leather) but be careful! If you assign a big list of
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animals to be slaughtered by the time the butcher gets to the last one
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the animals may have become someone’s pet. This results in the butcher
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walking up to the animal, as it follows its master around, dragging it
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off and turning it into steak. This is somewhat disturbing to the dwarf
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whose pet you’ve just killed! So, don’t tag too many animals at once.
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Also, make sure you leave at least one breeding pair (male and female
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symbols to the right of the pet’s name), or you won’t get any more baby
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animals popping out, will you?
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Now go back to the stocks menu and hit :guilabel:`Kitchen`. This is where
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you see a list of what your dwarves will consider using to cook meals in the
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kitchen when ordered (dwarves like cooked meals). Remembering that
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cooking destroys plant seeds, here are some guidelines for you:
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* Cooking meat (ie, :guilabel:`cook` is blue) is fine.
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* Don’t cook spawn or seeds (:guilabel:`cook` is red`) unless you have way, way
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too many.
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* All plants can be brewed as brewing returns seeds.
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* Turn off cook for :guilabel:`Plump Helmet`, you don’t want to
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cook them out of stock, right?
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* Cooking booze is great as you end up magically creating more food
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than you started with. Trust me on this (or look it up on the wiki).
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Good work! Now back out of that menu and chose stone. In the stone menu
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you see (in red) all the stones your dwarves are forbidden to build
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with/use and in green, all the ones they are allowed to use. Scroll
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through with the arrows and hit enter over every stone that does not
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have a use description appear on the right.
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The reason you are doing this is so that the dwarves have much more
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choice in the stone they will use to make doors, walls, etc etc. This
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stops them running half way across the map to get some boring stone
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when a perfectly useful stone (that just happens to be yellow) is
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sitting next to them, but ignored.
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Backing out to :kbd:`z` the final menu is :guilabel:`stocks`. This is a master
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list of all items in your fortress and is a good way to see exactly how much of
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certain items you’ve got . Until your bookkeeper gets working you won’t
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get any detail, but trust me, you’ll see heaps, in time.
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You can use this menu to manage the items in your fortress more easily.
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For example, you might find, after a goblin raid, that you’ve got a ton
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of their crappy weapons lying around, what to do with them? Well, you
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could add them to weapons traps, or you could find them in the stocks
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menu and hit :kbd:`m` for :guilabel:`Melt` when they are selected and
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then any smelter with the :guilabel:`Melt metal object` task on will
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have a dwarf grab the item and then melt it back to a metal bar.
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You can also use this menu to forbid items. If you have a bunch of
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low-quality junk you don’t want your dwarves to use, hit :kbd:`f` for
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:guilabel:`Forbid` with the item highlighted and they will ignore it.
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This is handy when setting weapons and armor up for your military as
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you can prevent them from picking up wooden swords and thus push them
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to pick up your non-forbidden steel swords!
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The last menu :guilabel:`Justice` doesn’t come in to play until we have more
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nobles who will start wanting to throw dwarves into jail if they ignore
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their mandates. Worry about that latter!
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A bedroom fit for a King!
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=========================
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Remember that sweet suite the king wanted? If you didn't decide it was
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a royal pain, here's an example of what you might build:
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.. image:: images/07-royal-rooms.png
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:align: center
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* Four large rooms, smoothed and engraved on the walls and floor
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* Plenty of valuable furniture
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* One bedroom, one office, one private dining room, and one tomb
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.. image:: images/07-king2.png
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:align: center
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He's still not happy of course, but it's something. At this point
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you can continue piling on the valuables, or arrange an...
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:wiki:`unfortunate accident <Unfortunate_accident>`.
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Homework time!
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==============
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You’ve got a tricky job to do now, ok, not so tricky really. I want you
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to dig exploratory tunnels in EVERY DIRECTION from your living room and
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the below levels. Try and cover much of the map with your grid of
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tunnels. We’re looking for three things: metal ore, gems, and magma. You
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may want to assign another dwarf or two to mining duty, and to make a
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few more picks as well (at the metalsmith’s forge, under :guilabel:`weapons`).
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We’ll see what this map is like when we return!
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