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Jacques Callot, a human noble from times past.

贵族流鼻涕,一无是处的寄生虫矮人被提升到对你的要塞的“统治”(或者“他们”认为)的位置。它们为不快乐和压力的矮人提供关键的幸福加成,他们会对贵族大喊大叫或哭泣,并且还负责与前哨联络员互动。能够执行其职位特有的有用、特定强令或职责的贵族,例如管理工单与商人交易指挥军事,或让储存记录,俗称“公用事业贵族”。某些贵族是由你的堡垒公民自动选举产生的,晋升到玩家控制之外的等级。其他贵族(主要是上述实用贵族)可以直接由玩家任命,可以随时晋升、降级和更换。

某些更高等级的贵族可以提出要求并设定强令,如果不满足他们的要求,要塞活跃的正义系统会让贵族感到不安并导致对你的矮人的惩罚。他们也很清楚自己的社会地位,经常想要昂贵的、家具齐全的房间和其他个人物品,如柜子盔甲支架。他们中的一些人是嫉妒的混蛋,不希望小矮人拥有比他们更好的房间。如果一个贵族问题太大却无法被解雇,也许可以为他们安排一个不幸的事故。不过要小心贵族的去世,尤其是像市长这样的受欢迎的贵族的去世,可能会在普通民众中引起不愉快的想法和压力,这可能会让市长的替代变得更糟。此外,没有贵族统治者(例如市长)的要塞可能暂时无法手动任命新的贵族(包括公用事业贵族)直到新的矮人上任。

你的一些矮人有可能在矮人王国的其他地方拥有贵族头衔。然而,这些矮人仍然有能力在你的要塞中发布命令,并要求与其他任何非效用贵族一样的特权待遇。在同一个要塞中拥有多个相同的贵族没有任何好处(卫队统领除外),所以如果你碰巧有多个男爵或类似的人,利用不幸的事故 排除掉与你的要塞无关的贵族会更有效率。这避免乐不必要的强令和要求麻烦。请注意,贵族,无论是民选的还是任命的,都无法和平地移民,因为他们可能首要负责移民令。

人类精灵妖精有自己的贵族,他们的文明的一些职位是专属于他们的,例如人类立法者和精灵德鲁伊。虽然有文明,妖鬼和地下兽人没有贵族。

The nobles screen, displaying a variety of positions. Some have mandates and room requirements pending.

触发因素

地主贵族在“entity_default.txt”原始文档中定义了触发因素。在 v0.44.11 之前,这些触发器会直接激活关联的贵族;在当前版本中,这些触发器允许创建新的控持,并且持有的数量会激活贵族

  • '居民 - 此职位可用所需的最低居民。
  • 创造财富 - 该职位可用的最低创造财富。
  • 出口财富 - 该职位的最低出口财富可用。

“控持”- 此职位可用的要塞控持的最低数量。v0.44.11

Land Holder地主 Population居民 Created Wealth创造财富 Exported Wealth出口财富 Holdings财产v0.44.11
Baron男爵 20 100k 10k 1
Count伯爵 20 200k 20k 4
Duke伯爵 20 300k 30k 9

需求

以下是每个职位提出的房间要求。有关房间值的详细信息,请参阅:房间。它还列出了他们要求的箱子、柜子、武器架和盔甲支架的数量。最后,它显示了他们在任何给定时间点可以发布的最大需求强令数量。

Position位置 Quarterswo卧室 Dining Room餐厅 Office办公室 Tomb陵墓 Chests箱子 Cabinets柜子 Racks武器架 Stands盔甲支架 Demands需求 Mandates强令
Baron男爵 4Decent Quarters体面的住处 4Decent Dining Room体面的餐厅 4Decent Office体面的办公室 4Tomb陵墓 2 1 1 1 2 1
Bookkeeper簿记员 0 0 1Meager Office 0 0 0 0 0 0 0
Broker经纪人 0 0 0 0 0 0 0 0 0 0
Captain of the Guard卫队统领 3Quarters四分之一 3Dining Room餐厅 3Office办公室 0 1 1 1 1 0 0
Champion冠军 0 0 0 0 0 0 0 0 1 0
Chief medical dwarf首席医疗矮人 0 0 0 0 0 0 0 0 0 0
Count伯爵 6Great Bedroom很棒的住处 6Great Dining Room很棒的餐厅 6Throne Room王座室 6Mausoleum陵墓 3 2 2 2 3 2
Diplomat外交官 6Great Bedroom 6Great Dining Room 6Throne Room 0 3 2 2 2 3 0
Duke公爵 7Grand Bedroom堂皇的住处 7Grand Dining Room堂皇的餐厅 7Opulent Throne Room堂皇王座厅 7Grand Mausoleum堂皇的陵墓 5 3 3 3 5 3
Dungeon master地牢主管 3Quarter住处 3Dining Room餐厅 3Office办公室 0 1 1 1 1 0 0
Expedition leader远征领袖 0 0 0 0 0 0 0 0 0 0
General将军 3Quarter住处 3Dining Room餐厅 4Decent Office像样的办公室 1Grave土坟 2 1 3 3 2 0
Hammerer锤邢官 0 0 0 0 0 0 0 0 0 0
Manager经理人 0 0 1Meager Office微薄的办公室 0 0 0 0 0 0 0
Mayor市长 4Decent Quarters体面的住处 4Decent Dining Room体面的餐厅 4Decent Office体面的办公室 0 2 1 1 1 2 1
Militia captain卫队统领 0 0 0 0 0 0 0 0 0 0
Militia commander军事指挥官 0 0 0 0 0 0 0 0 0 0
Monarch君主 8Royal Bedroom皇家卧室 8Royal Dining Room皇家餐厅 8Royal Throne Room皇家王座厅 8Royal Mausoleum皇家陵墓 910 5 5 5 910 5
Outpost liaison前哨联络员 6Great Bedroom伟大的卧室 6Great Dining Room伟大的餐厅 6Throne Room王座厅 0 3 2 2 2 3 0
Sheriff治安官 2Modest Quarters简朴的住处 2Modest Dining Room简朴的餐厅 2Modest Office简朴的办公室 0 1 1 1 1 0 0

概要

这显示了从原始文档]]获取的每个位置的各种注释。

  • #- 列出一个或多个矮人是否可以拥有这个位置。 公爵/伯爵/男爵没有列出数字,但每个要塞只能有一个。
  • 分队 - 列出此位置导致的小矮人的数量和类型。
  • 配偶 - 贵族的配偶也被认为是贵族,被称为“贵族配偶”。他们没有任何特权,当然除了他们与配偶共用房间的事实。
  • 继承人- 这个人死后会被继承人取代吗?
  • 任命者- 最初由哪个职位任命此人? 请注意,玩家实际上通过高贵的界面控制所有约会;实际上,这只是在玩家可以预约之前哪个矮人是“必要的”。男爵不是直接任命的,而是根据玩家的推荐而提升的(大概是由山家任命的)。它们无法通过 nobles 界面进行替换。一旦男爵/伯爵夫人/公爵去世,也无法产生新的贵族。
  • 替换为 - 什幺位置替换此位置?
  • 最低居民 - 该职位可用所需的最低居民。
  • 财富要求 - 该职位的最低创造和出口财富(分别)可用。*“当选”-这个矮人当选了吗?

“当选”——这个矮人当选了吗?

  • 懒惰——这样的贵族除了拉拉杆、解构强令和其他一些事情之外,不会做任何常规的劳动。目前没有功能,所以“懒惰”的贵族仍然可以被指派从事任何劳动。
  • 豁免权 - 免疫矮人不会因任何罪行而受到惩罚。
  • 经济豁免——这些矮人在经济到来后不需求钱来支付商品或房间。由于目前经济被禁用,此特权暂时未使用。
  • 仅限军事界面 - 此位置仅在军事界面上列出。
  • 嫉妒——如果他们的房间不比“小”矮人的房间好,这些矮人就会变得不安。他们不必看到房间就会感到不安,因为他们不知何故只是知道这样的房间存在。
位置 # 分队 配偶 继承人 任命者 替代者 最低居民要求 财富要求 选举 懒惰 赦免权 经济豁免 独有军队 嫉妒
男爵 - - 君主 Count伯爵 20 100k / 10k - -
簿记员 1 - - - 前任领导者/市长 - - - - - - - - -
经纪人 1 - - - 前任领导者/市长 - - - - - - - - -
卫队统领 1 10:Fortress Guard要塞卫队 - - 领导者/市长 - 50 - - - - - -
冠军 1 - - - 公爵/伯爵/男爵 - - - - - -
首席矮人医师 1 - - - 前任领导者/市长 - - - - - - - - -
伯爵 - - 君主 伯爵 20 200k / 20k - -
外交官 1 - - - 君主 - - - - -
公爵 - - 君主 - 20 300k / 30k - -
远征领袖 1 - - - - 市长 - - - - - - -
将军 1 10:Soldier士兵 - - 君主 - - - - -
锤刑官 1 - - - 前任领导者/市长 - - - - - -
经理人 1 - - - 前任领导者/市长 - - - - - - - - -
市长 1 - - - - - 50 - - - - -
卫队统领 1+ 10:Militia-dwarf军事矮人 - - 军事指挥官 - - - - - - - -
军事指挥官 1 10:Militia-dwarf军事矮人 - - 前任领导者/市长 - - - - - - - - -
君主 1 - Armok himself - 140 It's complicated - -
前哨联络员员 1 - - - Monarch军事 - - - - -
治安官 1 - - - 前任领导者/市长 卫队统领 - - - - - - -

Appointed noble selection任命贵族选拔

Appointed nobles are chosen by the player via the noble menu (though technically, in-universe they are being appointed by higher-ranking nobles; see below). There are certain skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.

指定的贵族由玩家通过noble菜单选择(尽管从技术上讲,在宇宙中,他们是由更高等级的贵族任命的;见下文)。某些技能与每个指定的贵族的工作相关,并非所有矮人都会获得给定技能的经验;有些矮人永远不会获得某些技能的经验,这取决于每个矮人的个人特征,因此为每个职位选择具有合适个人特征的矮人很重要。

When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is especially important when appointing utility nobles.

在选择要分配给贵族职位的矮人时,选择列表按与工作相关的技能排序。这在任命公用事业贵族时“特别”重要。

In-universe, when you appoint a noble, the new orders don't just descend from on high. Instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the militia captain are appointed by the expedition leader, or the mayor that replaces them when your fort's population reaches a certain point. Militia captain positions are instead appointed by the militia commander, and the commander must return from any missions before any appointments can be made. If your fort doesn't have the relevant higher-ranking noble for some reason, you can't appoint certain positions until they are replaced.

在宇宙中,当你任命一位贵族时,新的秩序不仅是从天而降的。相反,更高级别的贵族实际上会任命某人担任该职位。除卫队统领外,所有任命的贵族职位均由远征队长市长任命,当您的要塞居民达到一定程度时取代他们的市长卫队统领职位由军事指挥官任命,指挥官必须从所有特派团回来才能任命他人。如果你的要塞没有相关的更高级别的贵族出于某种原因,你无法任命某些职位,直到他们被替换。

Nobles in other civilizations 其他文明的贵族

There are two basic kinds of nobles: civ-level and site-level. Positions with the [SITE] tag are site-level, those without it are civ-level. These types of nobles can be regarded as completely separate systems; with the lone exception of LAND_HOLDER related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.

Outside of fort mode, the game will always attempt to assign nobles whenever possible (except for those with NUMBER:AS_NEEDED). So the rules for when nobles appear are controlled by the tags which limit them.

Nobles with [APPOINTED_BY:position] require a noble of the designated position. Nobles with [REQUIRES_POPULATION] require the population to have a specific size. Nobles with [REQUIRES_MARKET] will only appear in "large" sites (which may have different rules for different site types). This tag has no effect in fort mode.

Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.

A position that requires a certain population will not appear in fort mode unless it has [APPOINTED_BY] or [ELECTED], probably due to a bug. In worldgen, there is no functional difference between ELECTED and no appointment rule except that ELECTED nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.

If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [SUCCESSION] tag. If they have an heir or the position exists, the unit will be assigned. If not, a new one will be appointed according to the usual rules. It is possible to assign multiple levels of SUCCESSION:BY_POSITION, creating a line of positions where the death of one causes all those "below" them to advance.

[REPLACED_BY:position] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.

These rules are followed in worldgen. It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles. For example, if a site can only appoint a position with [MILITARY_GOALS] after reaching a particular size, that site will not send armies on missions until the required size is reached.

Another interesting point is that a civ-level LAW_MAKING position is required for the civilization to have any kind of cohesion. Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.

Landholders positions 地主职位

The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.

DF确定哪些位置将实际出现在你的要塞中的方式有点违反直觉和相当有限。本指南应该可以帮助您了解可以做些什幺来实际使您的头寸正常工作。

There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.

When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =< 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear. With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.

Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.

Naturally, this is more complicated than it looks. APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions. LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. Each time they appear, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track. The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.

Bugs错误程序

Nobles may have impossible demands, like cardinal leather items or metal beds. BUG #944 (Feel free to arrange an unfortunate accident for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.

贵族可能有不可能的需求,比如红衣主教的皮革制品或金属床。BUG #944(随意为有问题的白痴安排不幸的事故 )虽然没有矮人会因为不生产这些物品而受到惩罚,但它可能会激怒贵族。

Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. BUG #5299 As of 0.42, new mayors and expedition leaders will be elected / "appointed by the monarch" after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) BUG #8129

至少从 0.34.01 开始,如果您的要塞无法找到贵族的替代品,则该贵族将永远不会被重新任命。BUG #5299从0.42开始,新的市长和远征队长将在一段时间后选举/“由君主任命”......但这可能需求一段时间,在此期间,您将无法任命某些贵族。(不是真正的错误吗?BUG #8129

Selecting Squads which contain Nobles

Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.

这是DF论坛的链接,该论坛已经进行了一些关于小队贵族的科学。

http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517

本词条或章节已被评为矮人级,其中可能有玩梗、冷笑话、和论坛帖子等要素。请不要相信里面的哪怕一个字;要是您找不到这些内容的出处,也别担心,那是没办法的事……

Although many all players often constantly get angry murderously mad at nobles, wiser players simply thank their lucky stars that Armok never created congressdwarves. 虽然很多但所有玩家><经常生气对贵族生气,但聪明的玩家只是感谢他们的幸运星Armok从未创造过国会矮人。