

Taverns can provide a massive population boost of useful and interesting visitors who provide value to your fortress, such as the aforementioned mercenaries, monster hunters and beast hunters who actively seek out dangerous enemies, performers too keep your dwarves entertained, and scholars who might bring or even write interesting works (just be careful they don't steal yours!).Īlso, post is up for sharing your own defensive tactics. Throw your trade depot into the tavern hall (near the cellar doors for ease of hauling), and you can add caravan guards to for entrance defenses.

By making the tavern your primary entrance, you ensure any hostile forces will have to fight their way in without needing to risk any dwarven blood. While at first glance they might seem like useless freeloaders eating up what little food and ale you have, they are fully armed and trained warriors who will remain stationed at the tavern. One of the first visitors you will likely receive are mercenaries. Taverns are going to be one of the busiest spots in any fortress, which ensures that any sneaky thieves will have to get past a great many watchful (or, more likely, drunken) eyes before they can reach anything of value you might really miss. This comes not only from the glory of the hall itself inspiring the dwarves, but also from the recreation value idle dwarves gain from having entertainment rather than merely waiting in place. Taverns can provide all three: A cellar beneath for secure storage, the main tavern for dining, and a dormitory above to provide a safe place to sleep.Īs mentioned, taverns are a MASSIVE source of happy thoughts (so long as you don't serve alcohol, which leads to brawls and death), keeping those nasty tantrum spirals far away. Three of the first things your fortress will need are storerooms, dining tables and a place to sleep (you could argue food and drink, but foraging can handle both). Here are a few of my top reasons for making them the first place you dig.

Not only will a good tavern (sans barkeep) be a MASSIVE mood boost to native dwarves (thereby preventing tantrum spirals), but making them your primary entrance can prove a vital early defense. In Adventure mode, rather than buying drinks as they would trade for any other item, the player can request a drink after selecting the "Ask about available services, drinks, rooms, etc." option while speaking with a tavern keeper and pay however much they owe later at their leisure through the "Trade or settle debts" dialogue option.The tavern is one of the best, and least utilized, defenses available in the game. Tavern keepers can be useful to keep your dwarves' need for alcohol satisfied, even if they become a night creature.īe careful though to not assign too many tavern keepers to your tavern, otherwise, they might serve your dwarves more alcohol than even a dwarven liver can handle. (when serving visitors, rumors may be shared) Booze stockpiled within a tavern zone will be served with stored goblets to dwarves and visitors by tavern keepers given the "Fulfill Service Order" job. Placing a container within a tavern zone will store goblets, reserved for the use of the tavern keeper. At the moment, there is no charge for drinks, but this may be changed in the future with the reintroduction of the dwarven economy.Īssigning a tavern keeper enables visitors to share rumors when served a drink. They can be assigned in the Locations and Occupations menu ( l), and will serve drinks to visitors in tavern locations. Tavern keepers are an assigned occupation at taverns. Older saves from previous versions in the DF2014 release cycle are still compatible with this version. Most or all of this information does not apply to previous versions. This page contains information only relevant to DF 0.42.01 and newer.
