So, does an adventurer that is retired at the site of a previously retired fort of your own, eventually petition said fort for full citizenship? Assuming of course you retired an adventurer or two there, then unretired the fort to play it.When they retire at a settlement, they automatically gain citizenship. If you have have a seat of power in another site then your adventurer will migrate back there. Otherwise it's random, and probably based on obvious personality factors, whether or not they'll stay or go wandering again.
As an aside, are adventurers always asexual? It would be cool to see a retired adventurer start a family, but the 3 or 4 that I've tried have all been asexual. My guess at this point is that all adventurers are generated that way.Yeah, that was probably to deflect any carping demands from het and lgbt players about their orientation when it's irrelevant to the game; sexual relations are not a mechanic for adventurers, and Toady won't divert attention to making it a feature. But it's a shame they don't spawn another generation when they settle down, even in cultures that value family highly.
Use dfhack to assume control of someone belonging to the site, or manually edit the relationships (much trickier but possible, I've done it), become a fortress guard/performer, or for science retire them there and see if they will petition after a while on their own.uhh about that I mean for folks who don't have dfhack basically if they retire an adventurer to a site 4 things could happen depending on that character's background.
Hey, I was just suggesting ways to make them full citizens for sure.yeah that's how I did it in the old way mostly due to there was no way to Retire a site back then.
If you have anything notable on your resume you shouldn't have any problem getting accepted as a fortress guard, it's as easy as becoming hearthfolk. This alone will make you a member of the site group. If you don't have a bragworthy history and are already trying to retire, then what are you doing calling yourself an adventurer in the first place?Who do you ask about becoming a fortress guard? Captain of the Guard?
Him or the militia commander; one of those armored guys who don't actually have armor in their inventory.If you have anything notable on your resume you shouldn't have any problem getting accepted as a fortress guard, it's as easy as becoming hearthfolk. This alone will make you a member of the site group. If you don't have a bragworthy history and are already trying to retire, then what are you doing calling yourself an adventurer in the first place?Who do you ask about becoming a fortress guard? Captain of the Guard?
My grizzly bear man had already been drafted into the fortress guard by the time I unretired the fort. :)
Him or the militia commander; one of those armored guys who don't actually have armor in their inventory.If you have anything notable on your resume you shouldn't have any problem getting accepted as a fortress guard, it's as easy as becoming hearthfolk. This alone will make you a member of the site group. If you don't have a bragworthy history and are already trying to retire, then what are you doing calling yourself an adventurer in the first place?Who do you ask about becoming a fortress guard? Captain of the Guard?
My grizzly bear man had already been drafted into the fortress guard by the time I unretired the fort. :)
OK next test complete. Grizzly Bear Man from Dwarf civ, but not player site. Travels to player fortress becomes member of fortress guard.
On unretiring the fortress he's a citizen with full labors available. Can even make him militia captain unlike visitor mercenaries.
I'm thinking that's supposed to happen to performers too. Seems unfair that a bard adventurer can't become a full member of a fortress.
Does your Elf get bad thoughts if you make him cut trees down?
I wonder how long it takes one to come around to Dwarf ethics?