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@ -175,40 +175,12 @@ the game and how many you are likely to need in a mature fort.
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============= ======== ===== =================================================
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Profession At Start Max Description
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============= ======== ===== =================================================
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StartManager 1 0 All skills not covered by the other starting
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professions (Miner, Mason, Outdoorsdwarf, and
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Craftsdwarf), plus a few overlapping skills to
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assist in critical tasks at the beginning of the
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game. Individual labors should be turned off as
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migrants are assigned more specialized
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professions that cover them, and the StartManager
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dwarf can eventually convert to some other
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profession.
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Miner 2 2-10 Mining and Engraving. This profession also has
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the ``Alchemist`` labor enabled, which disables
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hauling for those using the `autohauler` plugin.
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Once the need for Miners tapers off in the late
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game, dwarves with this profession make good
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military dwarves, wielding their picks as
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weapons.
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Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
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Architecture. In the early game, you may need to
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run "`prioritize` ConstructBuilding" to get your
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masons to build wells and bridges if they are too
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busy crafting stone furniture. Late game, you can
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turn off their Architecture labor since that will
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be better handled by your Haulers.
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Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
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Trapping, Plant Gathering, Beekeeping, and Siege
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Engineering.
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Craftsdwarf 1 4-6 All labors used at Craftsdwarf's workshops,
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Glassmaker's workshops, and kilns.
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Chef 0 2 Buchery, Tanning, and Cooking. It is important to
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focus just a few dwarves on cooking since
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well-crafted meals make dwarves very happy. They
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are also an excellent trade good.
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Tailor 0 2 Textile industry labors: Dying, Leatherworking,
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Weaving, and Clothesmaking.
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Craftsdwarf 1 4-6 All labors used at Craftsdwarf's workshops,
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Glassmaker's workshops, and kilns.
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Doctor 0 2-4 The full suite of medical labors, plus Animal
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Caretaking for those using the dwarfvet plugin.
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Farmer 0 5 Food- and animal product-related labors. This
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@ -232,8 +204,17 @@ Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic
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to restrict your Mechanic's workshops to only
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skilled mechanics so your haulers don't make
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low-quality mechanisms.
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Laborer 0 10-12 All labors that don't improve quality with skill,
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such as Soapmaking or furnace labors.
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Marksdwarf 0 10 Same as Hauler, but with a different name so you
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can find your military dwarves more easily.
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Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and
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Architecture. In the early game, you may need to
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run "`prioritize` ConstructBuilding" to get your
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masons to build wells and bridges if they are too
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busy crafting stone furniture. Late game, you can
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turn off their Architecture labor since that will
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be better handled by your Haulers.
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Meleedwarf 0 50 Mostly the same as Hauler, but with a different
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name so you can find your military dwarves more
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easily. This profession also has the Recover
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@ -241,11 +222,35 @@ Meleedwarf 0 50 Mostly the same as Hauler, but with a different
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Marksdwarves are similar to Haulers so you can
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temporarily deactivate your military after sieges
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to allow your military dwarves to help clean up.
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Migrant 0 0 You can assign this profession to new migrants
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temporarily while you sort them into professions.
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Like Marksdwarf and Meleedwarf, the purpose of
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this profession is so you can find your new
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dwarves more easily.
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Miner 2 2-10 Mining and Engraving. This profession also has
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the ``Alchemist`` labor enabled, which disables
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|
|
|
hauling for those using the `autohauler` plugin.
|
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|
|
|
Once the need for Miners tapers off in the late
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|
game, dwarves with this profession make good
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military dwarves, wielding their picks as
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weapons.
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Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training,
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Trapping, Plant Gathering, Beekeeping, and Siege
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Engineering.
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Smith 0 4 Smithing labors. You may want to specialize your
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Smiths to focus on a single smithing skill to
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maximize equipment quality.
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Laborer 0 10-12 All labors that don't improve quality with skill,
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such as Soapmaking or furnace labors.
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StartManager 1 0 All skills not covered by the other starting
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professions (Miner, Mason, Outdoorsdwarf, and
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Craftsdwarf), plus a few overlapping skills to
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|
|
|
assist in critical tasks at the beginning of the
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|
|
|
game. Individual labors should be turned off as
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|
|
|
migrants are assigned more specialized
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|
|
|
professions that cover them, and the StartManager
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dwarf can eventually convert to some other
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profession.
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Tailor 0 2 Textile industry labors: Dying, Leatherworking,
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Weaving, and Clothesmaking.
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============= ======== ===== =================================================
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A note on autohauler
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