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Editing Citizenship
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[[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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Multiracial forts have a number of benefits, but also carry risk due to the inherent differences between your dwarves and other races. There are some things to watch out for: | Multiracial forts have a number of benefits, but also carry risk due to the inherent differences between your dwarves and other races. There are some things to watch out for: | ||
− | * | + | *If the citizen is a [[human]], they will want to pray to their own deity, who may sometimes have varying theological attributes; not necessarily those within the dwarven [[sphere]]. They will be able to if you have a temple not dedicated to any specific [[deity]]. |
*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. |
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On the other hand: | On the other hand: | ||
*Non-dwarves don't suffer from [[cave adaptation]], nor are they [[alcohol]] dependent (except for those hardened by trauma who "don't really care about anything anymore"). You can freely send them outside and they won't drink as much booze (make sure you have a clean water supply set up if you haven't already). | *Non-dwarves don't suffer from [[cave adaptation]], nor are they [[alcohol]] dependent (except for those hardened by trauma who "don't really care about anything anymore"). You can freely send them outside and they won't drink as much booze (make sure you have a clean water supply set up if you haven't already). | ||
− | *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]]). Not only that, but their above-average agility means they'll be able to outrun most threats. |
*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 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. | |
− | *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 | ||
== In Adventure mode == | == In Adventure mode == | ||
During character creation, you may choose to become a citizen of one of the civilizations you'll start the game in (except if you choose to be an Outsider). As such, you will have access to all the knowledge acquired by that civilization: music/poetry/dance forms, bestiary, location of [[site]]s as well as a portion of the world map, and so on. Choosing one's starting civilization is therefore not a trivial choice. | During character creation, you may choose to become a citizen of one of the civilizations you'll start the game in (except if you choose to be an Outsider). As such, you will have access to all the knowledge acquired by that civilization: music/poetry/dance forms, bestiary, location of [[site]]s as well as a portion of the world map, and so on. Choosing one's starting civilization is therefore not a trivial choice. | ||
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