diff --git a/data/examples/professions/Migrant b/data/examples/professions/Migrant new file mode 100644 index 000000000..59fd70405 --- /dev/null +++ b/data/examples/professions/Migrant @@ -0,0 +1,22 @@ +NAME Migrant +FEED_WATER_CIVILIANS +SIEGEOPERATE +MECHANIC +OPERATE_PUMP +HAUL_STONE +HAUL_WOOD +HAUL_ITEM +HAUL_BODY +HAUL_FOOD +HAUL_REFUSE +HAUL_FURNITURE +HAUL_ANIMALS +HANDLE_VEHICLES +HAUL_TRADE +HAUL_WATER +ARCHITECT +CLEAN +PULL_LEVER +BUILD_ROAD +BUILD_CONSTRUCTION +REMOVE_CONSTRUCTION diff --git a/docs/guides/examples-guide.rst b/docs/guides/examples-guide.rst index 6a52af8ae..1f8930212 100644 --- a/docs/guides/examples-guide.rst +++ b/docs/guides/examples-guide.rst @@ -175,40 +175,12 @@ the game and how many you are likely to need in a mature fort. ============= ======== ===== ================================================= Profession At Start Max Description ============= ======== ===== ================================================= -StartManager 1 0 All skills not covered by the other starting - professions (Miner, Mason, Outdoorsdwarf, and - Craftsdwarf), plus a few overlapping skills to - assist in critical tasks at the beginning of the - game. Individual labors should be turned off as - migrants are assigned more specialized - professions that cover them, and the StartManager - dwarf can eventually convert to some other - profession. -Miner 2 2-10 Mining and Engraving. This profession also has - the ``Alchemist`` labor enabled, which disables - hauling for those using the `autohauler` plugin. - Once the need for Miners tapers off in the late - game, dwarves with this profession make good - military dwarves, wielding their picks as - weapons. -Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and - Architecture. In the early game, you may need to - run "`prioritize` ConstructBuilding" to get your - masons to build wells and bridges if they are too - busy crafting stone furniture. Late game, you can - turn off their Architecture labor since that will - be better handled by your Haulers. -Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training, - Trapping, Plant Gathering, Beekeeping, and Siege - Engineering. -Craftsdwarf 1 4-6 All labors used at Craftsdwarf's workshops, - Glassmaker's workshops, and kilns. Chef 0 2 Buchery, Tanning, and Cooking. It is important to focus just a few dwarves on cooking since well-crafted meals make dwarves very happy. They are also an excellent trade good. -Tailor 0 2 Textile industry labors: Dying, Leatherworking, - Weaving, and Clothesmaking. +Craftsdwarf 1 4-6 All labors used at Craftsdwarf's workshops, + Glassmaker's workshops, and kilns. Doctor 0 2-4 The full suite of medical labors, plus Animal Caretaking for those using the dwarfvet plugin. Farmer 0 5 Food- and animal product-related labors. This @@ -232,8 +204,17 @@ Hauler 0 >20 All hauling labors plus Siege Operating, Mechanic to restrict your Mechanic's workshops to only skilled mechanics so your haulers don't make low-quality mechanisms. +Laborer 0 10-12 All labors that don't improve quality with skill, + such as Soapmaking or furnace labors. Marksdwarf 0 10 Same as Hauler, but with a different name so you can find your military dwarves more easily. +Mason 2 2-4 Masonry, Gem Cutting/Encrusting, and + Architecture. In the early game, you may need to + run "`prioritize` ConstructBuilding" to get your + masons to build wells and bridges if they are too + busy crafting stone furniture. Late game, you can + turn off their Architecture labor since that will + be better handled by your Haulers. Meleedwarf 0 50 Mostly the same as Hauler, but with a different name so you can find your military dwarves more easily. This profession also has the Recover @@ -241,11 +222,35 @@ Meleedwarf 0 50 Mostly the same as Hauler, but with a different Marksdwarves are similar to Haulers so you can temporarily deactivate your military after sieges to allow your military dwarves to help clean up. +Migrant 0 0 You can assign this profession to new migrants + temporarily while you sort them into professions. + Like Marksdwarf and Meleedwarf, the purpose of + this profession is so you can find your new + dwarves more easily. +Miner 2 2-10 Mining and Engraving. This profession also has + the ``Alchemist`` labor enabled, which disables + hauling for those using the `autohauler` plugin. + Once the need for Miners tapers off in the late + game, dwarves with this profession make good + military dwarves, wielding their picks as + weapons. +Outdoorsdwarf 1 2-4 Carpentry, Bowyery, Woodcutting, Animal Training, + Trapping, Plant Gathering, Beekeeping, and Siege + Engineering. Smith 0 4 Smithing labors. You may want to specialize your Smiths to focus on a single smithing skill to maximize equipment quality. -Laborer 0 10-12 All labors that don't improve quality with skill, - such as Soapmaking or furnace labors. +StartManager 1 0 All skills not covered by the other starting + professions (Miner, Mason, Outdoorsdwarf, and + Craftsdwarf), plus a few overlapping skills to + assist in critical tasks at the beginning of the + game. Individual labors should be turned off as + migrants are assigned more specialized + professions that cover them, and the StartManager + dwarf can eventually convert to some other + profession. +Tailor 0 2 Textile industry labors: Dying, Leatherworking, + Weaving, and Clothesmaking. ============= ======== ===== ================================================= A note on autohauler