And Im trying to mod in some custom nobles, quite different from the vanilla nobles. I have been spending most of my DF time messing about with mods and so I havnt actualy been able to have a fortress survive long enough to find out how they work.
Figured out what most individual tags mean but how they work ingame is something im not sure about. I would just test it myself but with nobles that simply takes far too long (with the exception of the starting set of nobles. I did do some testing there).
The most important thing I need to know is what decides whether or not a noble migrates to your fortress. I keep reading stories about nobles never showing up in decades old fortresses, even less demanding ones like the dungeon master.
Another thing is the PRECEDENCE tag. Cant figure out what that does.
Theres also my attempt to merge the land holder nobles with a the mayor noble. Does the game get confused when I try this?
[LAND_HOLDER_TRIGGER:1:50:0:0]
[POSITION:SENESCHAL]
[NAME:seneschal:seneschals]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[SITE]
[NUMBER:1]
[REPLACED_BY:SENESCHAL_GRAND]
[RESPONSIBILITY:COLLECT_TAXES]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RULES_FROM_LOCATION]
[LAND_HOLDER:1]
[LAND_NAME:a senechaux]
[APPOINTED_BY:EMPEROR]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:4]
[MANDATE_MAX:3]
[REQUIRED_BOXES:4]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1000]
[REQUIRED_BEDROOM:1000]
[REQUIRED_DINING:1000]
And there is tax collection. How does that work? I havnt seen it in the game itself yet, but it seems like a good way to make my hammerer-type noble escort another noble.