Anyone can butcher with the task assigned and higher skill doesn't do anything right now for example. Some skills I find useless to TRAIN in on embark. They can chuck out armor, clothes, waterskins. Leather Worker is good to start with IF you plan on raising livestock AND take some leather on embark. If I plan on killing a lot of animals, a bone crafter to craft training bolts for military. Super creative dwarf will be a dedicated maxed out stone crafter, and those will be sold to the merchant. For example if I have an extremely tough and mighty dwarf, I make a melee freak, who will usually be burning wood, cooking, or some other menial task while not training. This usually depends upon the dwarfs and their personality. Usually includes an Herbalist, Brewer, Mechanic, Crafter/Gem Cutter, or Soldier. The rest I tailor more to a specific environment or goal. Might give him something farm related, like threshing and milling. Two dedicated Miners AT LEAST unless you are building a sand castle.Ī dedicated Farmer. He needs to be making all kinds of things for bedrooms, offices, dining hall, in addition I make him a building designer. ![]() Till then tack it onto the two free classes (starting soldier won't be too busy), but don't order a bunch of trees at once or their other job will suffer.Īlso another dedicated person would be a Mason. I find a dedicated woodcutter to be the best, since your dedicated carpenter will constantly be making beds, bins, and barrels, BUT I wait for a peon with no other skills to migrate to become a full time Woodcutter. I wouldn't worry about record keeper as it will go up on whomever you assign as a record keeper steadily. ![]() I find it preferable to start a dwarf with some of these skills at a decent level. Some skills are harder to work than others.Īppraise and negotiate only really go up every time a dwarf trades with a caravan.
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