alphabetize professions list; add Migrant

develop
myk002 2021-08-30 23:50:24 -07:00 committed by Myk
parent 3a8f815f98
commit b1632c0413
2 changed files with 59 additions and 32 deletions

@ -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

@ -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