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Author Topic: What is your fortress workforce breakdown?  (Read 547 times)

Romi

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What is your fortress workforce breakdown?
« on: March 13, 2020, 08:21:15 am »

I considering to use decentralized living quarters in my new fort, with sort of farming/soldier cast etc. But I am struggling to recall my workforce breakdown from previous games.

Any examples or rule of the thumb on healthy workforce breakdown ?
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Stench Guzman

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Re: What is your fortress workforce breakdown?
« Reply #1 on: March 13, 2020, 03:59:26 pm »

In a mature (200+ dwarf) fort my breakdown usually looks something like this:

5-6 miners
2-3 detailers
3 plant gatherers
4 brewers
5-6 farmers
4 cooks
2 mechanics
4-5 furnace operators
1 dwarf who does milling, threshing, and pressing
1 dwarf who does lye making and potash making
1 scribe
1 dedicated architect
1 doctor with all medical skills enabled
If there's water, 1 fisherdwarf and 1 fish cleaner
2-3 butchers
2 tanners
30 or 40 soldiers

For every other job not in the above, 1 dwarf, except Boywer and Siege Operator, who don't get any.

I capture and breed a lot of wild animals so that's where all the butchers and tanners come into play.  If you don't do that you only need one of each and you can cut back on a cook.

I play without invaders.  If you play with them on you'll want to go heavy on cage traps, or you'll have so many hauling jobs you won't know what to do.

Rest are all haulers with all hauling labors enabled.  Mature forts need tons of haulers even without invaders, since skilled dwarves produce far more than they can move around.

If you plan on any major construction projects that need a ton of blocks you might want extra masons/glassmakers/etc to make them.
« Last Edit: March 13, 2020, 04:03:52 pm by Stench Guzman »
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chips

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Re: What is your fortress workforce breakdown?
« Reply #2 on: March 15, 2020, 03:33:23 am »

I do things a little differently than most, but I usually end up with...
10 miners in a miners only squad for defense and mining
10 hunters/butchers in an archer squad, typically also captain of the gaurd
1 craftsdwarf for each craft, no siege manufacturing, bowyer, or wood crafter
1 carpenter
1 mason
3 mechanics
3 brewers
5 growers
3 cooks
1 fisher
2 fish cleaners
up to 3 glass  makers
1-2 metal workers
5 furnace operators
2-3 doctors
1-2 jewelers
As many soldiers as possible.
Mostly I am trying to use my archers to go sneaking around stealing things, and my soldiers to go force the lesser races to pay me tribute. Everyone else is just support to keep my war machine going. I really depend on my miners for defense, as they are the only squad which is always at home and it's easier to get a miner to legendary than any other combat type.
Spoiler (click to show/hide)
I just took a vicious beating, but there is the population of my current fort. Only just now realized I lost almost every single one of my miners  :o
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