Bay 12 Games Forum

Dwarf Fortress => DF Gameplay Questions => Topic started by: Leonidas on April 29, 2020, 01:21:59 pm

Title: Promised Guild Hall
Post by: Leonidas on April 29, 2020, 01:21:59 pm
Is there any way to see which guilds have been promised a hall?
Title: Re: Promised Guild Hall
Post by: Bumber on April 29, 2020, 01:53:07 pm
There's a list in the Civilizations menu somewhere, I think. Maybe that was just trade agreements.
Title: Re: Promised Guild Hall
Post by: Ziusudra on April 29, 2020, 03:37:00 pm
There is a script for dfhack:
I've managed to cobble together a script that lists all guildhall and temple petitions in fortress mode.
...
Title: Re: Promised Guild Hall
Post by: Sarmatian123 on April 30, 2020, 04:40:02 am
There is an indirect way to see, which guild was promised guild hall.
You assign meeting area to a location. There you choose a-add location and g-craft guildhall. There you have all possible guildhalls listed. When you scroll down you can see, which guild has been established and with how many workers. Assigned already guildhalls do not differ with anything with not assigned guildhalls. So simply you need to assign them all. Only then l-location menu will tell you about this petition promise.

I have no idea, who is designing those menus for Toady, but he is missing the point that they suppose to serve player, not the... cough, cough... programmer.
Title: Re: Promised Guild Hall
Post by: Leonidas on April 30, 2020, 12:40:27 pm
What are the consequences of refusing to build a guildhall, or promising to build one and then failing to?

Edit: I just refused to build one, and a dwarf with that labor had a dismayed thought.
Title: Re: Promised Guild Hall
Post by: Sarmatian123 on April 30, 2020, 02:16:38 pm
Interrupted job + dismayed thought. All 10+ guildies. Time after time in some cases.
Then they dwell on thought over refusal and over time you get stressed Dwarves going into depression or throwing tantrums.
Title: Re: Promised Guild Hall
Post by: Jacko13 on May 07, 2020, 04:43:35 am
Is there any benefit to building the guildhall before they are petitioned?  I like the idea of this new addition to the game but am suffering extremely workshy dwarves.
Title: Re: Promised Guild Hall
Post by: therahedwig on May 07, 2020, 05:12:25 am
Yes, they give demonstrations even without a guild, in fact, the prime function of guilds right now is their demonstrations, and the skill growth from these isn't as massive as working the dwarf in question all day, but given it doesn't require much setup and also prevents skill-rust, so...
Title: Re: Promised Guild Hall
Post by: Jacko13 on May 07, 2020, 05:21:06 am
Yes, they give demonstrations even without a guild, in fact, the prime function of guilds right now is their demonstrations, and the skill growth from these isn't as massive as working the dwarf in question all day, but given it doesn't require much setup and also prevents skill-rust, so...

Thanks!  On that basis should I open the guild to non members?
Title: Re: Promised Guild Hall
Post by: Temujin on May 07, 2020, 06:15:42 am
Guilds also can help dwarves make friends.   They subdivide the population, so dwarves spend more time with only a few othe dwarves which leads to friendship and more.    Now, the best way to do this is to make the guild the workshop space and living space of the dwarves in the guild.    I also use burrows to separate out the guilds.   This works very well if you make a guild space after you have 5 dwarves in the general guild. 
Title: Re: Promised Guild Hall
Post by: Jacko13 on May 07, 2020, 06:57:50 am
Great suggestion thanks. Assume you then assign bedrooms to the guild same way as the inn?

I have only ever seen farmers and rangers guilds requested. What other guilds have people found helpful? ( I may rethink my whole approach to assigning crafts)
Title: Re: Promised Guild Hall
Post by: Shonai_Dweller on May 07, 2020, 07:23:51 am
Great suggestion thanks. Assume you then assign bedrooms to the guild same way as the inn?

I have only ever seen farmers and rangers guilds requested. What other guilds have people found helpful? ( I may rethink my whole approach to assigning crafts)
Bedrooms can only be assigned to taverns right now (you can assign them to other locations, but it doesn't do anything). Long-term visitors to any of your locations will use them though.
Title: Re: Promised Guild Hall
Post by: PatrikLundell on May 07, 2020, 08:32:04 am
I've gotten a crafter's guild, farmer's guild, and mason's guild, but I guess any guild can be useful.

As a mostly unrelated tangent, I've seen "Teach Art" and "Learn Art" on two characters I assume are master and apprentice. That was cool!
Title: Re: Promised Guild Hall
Post by: Shonai_Dweller on May 07, 2020, 09:31:18 am
Most dwarves seem to have crafting needs, but only a few can get at a workshop so a crafting guildhall is good to have. Medical skills seem to suffer rust quickly if you're having too much of a peaceful time (dig down, it's more fun), so a doctor's guildhall might be useful too.
Title: Re: Promised Guild Hall
Post by: Urist9876 on May 11, 2020, 04:43:18 am
Hunter guild trains ambush, always nice to have when sending raids.

I had several times a metalcrafters guild established. but no petition: they waited until enough weapon or armorsmiths and petitioned for those. Always nice to have those guilds.

Fishing guild. As usual lots of immigrants came with useless skills like fish dissection. With this guild they imposed their uselessness on other dwarves. Contemplating closing it for non guild members. However no matter the subject, it makes dwarves happy.
Title: Re: Promised Guild Hall
Post by: GandalfTheGreyt3791 on July 23, 2020, 11:59:07 am
Hunter guild trains ambush, always nice to have when sending raids.

I had several times a metalcrafters guild established. but no petition: they waited until enough weapon or armorsmiths and petitioned for those. Always nice to have those guilds.

Fishing guild. As usual lots of immigrants came with useless skills like fish dissection. With this guild they imposed their uselessness on other dwarves. Contemplating closing it for non guild members. However no matter the subject, it makes dwarves happy.

I fell the same way. I end up throwing them in the the military to whip them in to shape. I guess training is a little bit like guilds but they can be any profession.
Title: Re: Promised Guild Hall
Post by: PatrikLundell on July 23, 2020, 12:08:41 pm
Well, being an axe master is a profession...
Title: Re: Promised Guild Hall
Post by: GandalfTheGreyt3791 on July 23, 2020, 12:30:19 pm
true. but any dwarf can join that guild if there in the military and it could be multiple dif. jobs. like axe and swords dwarf. but what about vampires. all of my farmers are vampires and theres the farmer guild. is there some kind of conspiracy between them??? :o
Title: Re: Promised Guild Hall
Post by: knutor on July 26, 2020, 04:45:23 pm
There a list of "MUST HAVE" guilds somewhere?

All medic guilds(no injuries needed)
Brew, Beekeeper and Waxworking(no wax and beehive lost)
Engraver(no smooth walls/slabs lost)
Siege operator(no random raw stone lost)
Gemcutter and Jewelry(no gems lost)
Strand Extracting(faster candy)

all I can think of.


Title: Re: Promised Guild Hall
Post by: Jundavr on August 05, 2020, 08:00:55 pm
Hunter guild trains ambush, always nice to have when sending raids.

I had several times a metalcrafters guild established. but no petition: they waited until enough weapon or armorsmiths and petitioned for those. Always nice to have those guilds.

Fishing guild. As usual lots of immigrants came with useless skills like fish dissection. With this guild they imposed their uselessness on other dwarves. Contemplating closing it for non guild members. However no matter the subject, it makes dwarves happy.

After estabilishing a guild hall and decorating it enough to appease the petitioners, you can just unassign the location (don't retire it) and never worry about it again. I can confirm after 4 years this hasn't caused negative thoughts in any of my dwarves, as I'm constantly micromanaging this specific fort.

EDIT: just now my dwarves petitioned again for the guild hall to be built. After estabilishing it with the appropriate room value of 2000+, every crafter got a fat happy thought, and again I undesignated it soon after.
Title: Re: Promised Guild Hall
Post by: FantasticDorf on August 06, 2020, 06:00:29 am
There a list of "MUST HAVE" guilds somewhere?

Its maybe worth giving everyone (or least 5 members of your embark party) some levels in architect just to establish a guild dedicated to it quickly to improve the quality of your buildings later, as usually this is a very slow and costly skill to train where the dwarves that have these skills will be far and few between.

Hunter guild trains ambush, always nice to have when sending raids.

One squad being lead by the squad leader experienced in ambushing in a active successful raid will usually pick up levels of ambush, once they are adequate or competent they should be able to join in a limited membership guild by themselves. Same applies for selectively picking siege operators, after some field training or letting mechanics improve with gear-making so you can shuffle them off on trap unclogging duty or keep a reserve around writing thesis'es.

Though overall, teaching other dwarves and honing the teaching skills they have is valuable, better elocution to improve skills in and out of the barracks, and it allows scholars to confer with one another.

Though regretfully there's no guild to improve muscial or philosophical/bibliographical prowess.