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Author Topic: Getting rid of nobles  (Read 1366 times)

PABadger

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Getting rid of nobles
« on: August 24, 2013, 08:02:30 pm »

Hey, guys.
I'm pretty new to DF, but I'm rapidly realizing that the last thing I want is Urist McShinyhat coming into my fortress and lousing everything up. I'm quite happy being an outpost permanently...but I don't want to lose the ability to make trade agreements with my civilization. The problem is, if you accept a noble, they become leeches. If you kill a noble, another takes his or her place, and "whack-a-noble" gets old after a while. If you refuse the count, you lose trading agreements. If you don't refuse or accept (haven't figured out how, but I've heard it's possible), the Liason will bug you with it every year until you dump him in the HFS or put your fortress in a loyalty cascade.

The upshot is, I want to edit the nobles, or the liason, to the extent that I never get the bloody offer in the first place. Any ideas how to do this without crashing the game?
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sirdave79

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Re: Getting rid of nobles
« Reply #1 on: August 24, 2013, 08:47:18 pm »

I was fiddling with making elves the playable civ recently and I was looking up some RAW edits related to that. There is a list of positions under the dwarf listing that apparently can be copied to the elves for the baron/count/duke thingy. I didnt get very far with this when I realised the elves are severely lacking in many regards.

Maybe you could remove these positions from the RAWs ? I suspect more is needed but you can experiment. Also somone else may advise on this.

Better still, find a dwarf with preferences that have no items listed so no mandates will occur. Im currently in the process of setting up a noble with no preferences who is extremely young. I kept the population down to 40 while i married all my females off (15 marriages) and then allowed 40 babies to be born. The plan is to marry off all the children when they reach adulthood and then try to get them to have kids. The hope is I can get somone with no preferences who also has an heir also with no preferences, who will then be chosen as my baron guaranteeing more mandate free years than ive ever played a fort for.

Good luck either way
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BlackFlyme

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Re: Getting rid of nobles
« Reply #2 on: August 24, 2013, 08:48:26 pm »

I don't know if there is a way to remove the liaison's incessant nagging requirement to ask you whether or not you want to become a barony, but you can remove nobles' abilities to make demands and mandates, as well as what types of rooms they require and whether or not they get annoyed when someone has a better room than them.
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_Ivan_

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Re: Getting rid of nobles
« Reply #3 on: August 24, 2013, 09:13:42 pm »

My queen died recently leaving me with no nobles at all. Her 2 children met an untimely end fighting off goblin sieges so there are no successors. In her time she was fond of scepters so, every dead body became bone crafts. I never had a duke or anything else. I'm not sure why but I won't complain. That's just fewer rooms for me to design. Now the only demands I have to put up with are the occasional few from the mayor (who likes backpacks).

I miss having a queen though. Was kind of fun. Still, if you want to rid yourself of the purple leeches, put them in a squad and send them to defend the fort at the next siege. Dwarves are going to die, might as well be them.
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Tevish Szat

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Re: Getting rid of nobles
« Reply #4 on: August 24, 2013, 10:57:17 pm »

Currently, nobles do not immigrate to your fort, they're promoted from within.  This is with the exception of the monarch.  Once the monarch arrives, no more trade agreements will occur, but the monarch can be prevented forever by never Offering to the dwarven caravan.

As for your baron, unless I am mistaken you can burrow him in a tiny room, wall it off, and wait for him to go mad/dehydrate and he won't be replaced.  Just make sure to open it up once he dies or slab him.  You could also atomsmash and slab.  Well, of course you CAN do this, but the "unless I am mistaken" part is that I don't think you get a replacement at present.  Pick a fish cleaner with no family.

The only reason I'm not sure is because I tend to keep my nobles alive.  Lazy is broken and they add a little challenge once I'm already in a stable place against goblins, without going for the circus.
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TruePikachu

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Re: Getting rid of nobles
« Reply #5 on: August 25, 2013, 02:00:12 am »

Quote from: ??? (Google can't find it, anyone have original link?)
7+7
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Larix

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Re: Getting rid of nobles
« Reply #6 on: August 25, 2013, 02:05:03 am »

The 'loss' of trade agreements when it comes to barons etc. seems to be intentional - you're no longer a fledgling outpost and don't want the responsibilities of a barony? Well, you don't get the special consideration of agreements any longer. Just accept the offer and appoint someone who's not too obnoxious, because, as has been mentioned:

- noble lazyness doesn't work currently. Noble's aren't leeches, they're ordinary working dwarfs. They will happily haul, train in the military, make crafts etc.
- noble succession, likewise, doesn't work. If a landed noble dies or goes insane, that's it, they won't be replaced. If you regret your choice of count, you can simply 'misplace' them and turn yourself into a republic. The home civ won't bat an eyelid.

Anyway, refusing a barony only loses the agreement for _this_ year. Once you appoint a baron/ess, even if it's after a decade of refusals, you can negotiate agreements again.
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Babylon

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Re: Getting rid of nobles
« Reply #7 on: August 25, 2013, 04:05:56 am »

Hey, guys.
I'm pretty new to DF, but I'm rapidly realizing that the last thing I want is Urist McShinyhat coming into my fortress and lousing everything up. I'm quite happy being an outpost permanently...but I don't want to lose the ability to make trade agreements with my civilization. The problem is, if you accept a noble, they become leeches. If you kill a noble, another takes his or her place, and "whack-a-noble" gets old after a while. If you refuse the count, you lose trading agreements. If you don't refuse or accept (haven't figured out how, but I've heard it's possible), the Liason will bug you with it every year until you dump him in the HFS or put your fortress in a loyalty cascade.

The upshot is, I want to edit the nobles, or the liason, to the extent that I never get the bloody offer in the first place. Any ideas how to do this without crashing the game?

I've never had another noble take the place of a noble.  Once the noble is dead you have a mayor and that is it.
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Tirion

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Re: Getting rid of nobles
« Reply #8 on: August 25, 2013, 05:48:09 am »

Hey, guys.
I'm pretty new to DF, but I'm rapidly realizing that the last thing I want is Urist McShinyhat coming into my fortress and lousing everything up. I'm quite happy being an outpost permanently...but I don't want to lose the ability to make trade agreements with my civilization. The problem is, if you accept a noble, they become leeches. If you kill a noble, another takes his or her place, and "whack-a-noble" gets old after a while. If you refuse the count, you lose trading agreements. If you don't refuse or accept (haven't figured out how, but I've heard it's possible), the Liason will bug you with it every year until you dump him in the HFS or put your fortress in a loyalty cascade.

The upshot is, I want to edit the nobles, or the liason, to the extent that I never get the bloody offer in the first place. Any ideas how to do this without crashing the game?

I've never had another noble take the place of a noble.  Once the noble is dead you have a mayor and that is it.

And he/she will still have mandates and demands. And a new one will be elected if he/she dies, or if a year passes, with another set of mandates and demands.
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Button

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Re: Getting rid of nobles
« Reply #9 on: August 25, 2013, 11:58:48 am »

If you have any supplies you need to import (e.g. flux), wait until you have a duchy before you kill off your noble. As the feudal status of your outpost increases, the % price increase for requesting goods is reduced.
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PABadger

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Re: Getting rid of nobles
« Reply #10 on: August 25, 2013, 12:33:44 pm »

Perhaps I have not expressed myself properly. I am well aware of how nobles are created; there is a wiki for that kind of thing.  Arranging a series of unfortunate events for Urit McLeech isn't a problem; I am creative enough to be able to think of something. I hadn't known that barons didn't have heirs, and killing one would probably keep me from ever getting a count or a duke. I just don't like wasting a perfectly good dwarf that I can...reeducate...to be more useful to the fortress.

I don't want to kill them off, I want to make sure that they never show up, or if I must have them, I can have them at a far better time, like when I actually have a bit of population. I guess my next move is some !science! with population requirements...
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Snaake

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Re: Getting rid of nobles
« Reply #11 on: August 26, 2013, 06:53:31 am »

entity_default.txt says:

For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>

Baron/Count/Duke (LAND_HOLDERs 1, 2 and 3) apparently all have population requirements of 20.
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