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Editing Citizenship
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− | + | {{Quality|Superior|19:09, 22 August 2016 (UTC)}} | |
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{{av}} | {{av}} | ||
+ | {{new in v0.42}} | ||
[[Citizenship]] refers to belonging to a specific entity. Being a citizen of a [[civilization]] has many implications, such as adopting that civilization's [[ethic]]s and being hostile to any enemy civilization and other [[name]]d enemies. | [[Citizenship]] refers to belonging to a specific entity. Being a citizen of a [[civilization]] has many implications, such as adopting that civilization's [[ethic]]s and being hostile to any enemy civilization and other [[name]]d enemies. | ||
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When a [[visitor]] petitions for citizenship, they will meet up with your [[mayor]]. All pending petitions are listed on the {{k|P}}etition screen with the name and reason of the [[visitor]]. You can then accept or deny the request. | When a [[visitor]] petitions for citizenship, they will meet up with your [[mayor]]. All pending petitions are listed on the {{k|P}}etition screen with the name and reason of the [[visitor]]. You can then accept or deny the request. | ||
− | Once you accept a visitor as a citizen, they will no longer be able to hold a room in a [[tavern]] as a long-term resident, and you will need to provide a [[room]] in the same way you would for a [[dwarf]]. They will accept labors and can be put to work, the same as any dwarves | + | Once you accept a visitor as a citizen, they will no longer be able to hold a room in a [[tavern]] as a long-term resident, and you will need to provide a [[room]] in the same way you would for a [[dwarf]]. They will accept labors and can be put to work,the same as any dwarves. |
In a [[library]], petitioned citizens will read [[books]] and [[scroll|scrolls]], but cannot make them unless they are [[scholars]]. | In a [[library]], petitioned citizens will read [[books]] and [[scroll|scrolls]], but cannot make them unless they are [[scholars]]. | ||
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*The different [[Value|values]] of other creatures may cause negative [[thought]]s, or even [[grudge]]s, if arguments happen (can occur as part of the socialise task); or if, for example, an [[elf]] is asked to chop down a [[tree]]. | *The different [[Value|values]] of other creatures may cause negative [[thought]]s, or even [[grudge]]s, if arguments happen (can occur as part of the socialise task); or if, for example, an [[elf]] is asked to chop down a [[tree]]. | ||
*Non-dwarves don't handle alcohol really well; this may result in brawls and various degrees of alcohol poisoning. | *Non-dwarves don't handle alcohol really well; this may result in brawls and various degrees of alcohol poisoning. | ||
− | *If a visitor happens to be from one of the various [[animal people]] races, some traits carried over from the animal species can be... interesting. Some tags, such as {{token|CURIOUSBEAST_GUZZLER}}, {{token|CURIOUSBEAST_EATER}}, {{token|CURIOUSBEAST_ITEM}}, | + | *If a visitor happens to be from one of the various [[animal people]] races, some traits carried over from the animal species can be... interesting. Some tags, such as {{token|CURIOUSBEAST_GUZZLER}}, {{token|CURIOUSBEAST_EATER}}, {{token|CURIOUSBEAST_ITEM}}, {{token|MEANDERER}} may result in [[fun|unexpected]] behaviour. |
− | *Many need different | + | *Many need different sized clothing. Elves can wear the same clothes as dwarves, but humans need larger clothes and goblins need smaller. You can specify the size of clothing made. |
On the other hand: | On the other hand: | ||
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*If you have any [[elves]], they are {{token|AT_PEACE_WITH_WILDLIFE}} and are thus perfectly suited for outdoor tasks (except [[hunting]]). | *If you have any [[elves]], they are {{token|AT_PEACE_WITH_WILDLIFE}} and are thus perfectly suited for outdoor tasks (except [[hunting]]). | ||
*Some races have intrinsic abilities, e.g. [[gremlin]]s have natural [[ambusher]] skill and will hunt alongside your hunters. | *Some races have intrinsic abilities, e.g. [[gremlin]]s have natural [[ambusher]] skill and will hunt alongside your hunters. | ||
− | *Some races have a different attribute distribution. Humans are considered to be average at everything. In comparison, dwarves are a little stronger and tougher but less agile. Elves have naturally | + | *Some races have a different attribute distribution. Humans are considered to be average at everything. In comparison, dwarves are a little stronger and tougher but less agile. Elves have naturally high agility and so they would be good at jobs that require moving around a lot, like Shearing, Herbalism, or Milking. |
− | *Some animal people races may have truly awesome perks, such as special abilities (like web walking) or immunities (to pain, stunning, dizziness, etc.), making them a good choice for your army. The rule of thumb is: if the animal in question has the perk, the citizen probably has it, too. Unfortunately | + | *Some animal people races may have truly awesome perks, such as special abilities (like web walking) or immunities (to pain, stunning, dizziness, etc.), making them a good choice for your army. The rule of thumb is: if the animal in question has the perk, the citizen probably has it, too. Unfortunately having visitors other than dwarves, elves, humans, and goblins is rare. |
== In Adventure mode == | == In Adventure mode == | ||
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== With DFHack == | == With DFHack == | ||
− | Through | + | Through an ardent use of [[DFHack]]'s <code>tweak makeown</code> you can turn ''any'' sentient creature into a citizen of your fort. [[:Category:DF2014:Learns|The possibilities are limitless]]. This may have side effects though, depending on whom you use this on. The base requirements for the creature to be considered a citizen appear to be {{token|CAN_LEARN|c}} + {{token|CAN_SPEAK|c}}. After using the cheat, the target will start behaving like a long-term resident of your fortress, and will petition for full citizenship after two years, otherwise to reassign their [[labor]]s you'd have to use utilities like <code>gui/gm-editor</code> if you don't want to wait that long. |