Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Promised Guild Hall  (Read 8003 times)

GandalfTheGreyt3791

  • Bay Watcher
    • View Profile
Re: Promised Guild Hall
« Reply #15 on: July 23, 2020, 11:59:07 am »

Hunter guild trains ambush, always nice to have when sending raids.

I had several times a metalcrafters guild established. but no petition: they waited until enough weapon or armorsmiths and petitioned for those. Always nice to have those guilds.

Fishing guild. As usual lots of immigrants came with useless skills like fish dissection. With this guild they imposed their uselessness on other dwarves. Contemplating closing it for non guild members. However no matter the subject, it makes dwarves happy.

I fell the same way. I end up throwing them in the the military to whip them in to shape. I guess training is a little bit like guilds but they can be any profession.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Promised Guild Hall
« Reply #16 on: July 23, 2020, 12:08:41 pm »

Well, being an axe master is a profession...
Logged

GandalfTheGreyt3791

  • Bay Watcher
    • View Profile
Re: Promised Guild Hall
« Reply #17 on: July 23, 2020, 12:30:19 pm »

true. but any dwarf can join that guild if there in the military and it could be multiple dif. jobs. like axe and swords dwarf. but what about vampires. all of my farmers are vampires and theres the farmer guild. is there some kind of conspiracy between them??? :o
Logged

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile
Re: Promised Guild Hall
« Reply #18 on: July 26, 2020, 04:45:23 pm »

There a list of "MUST HAVE" guilds somewhere?

All medic guilds(no injuries needed)
Brew, Beekeeper and Waxworking(no wax and beehive lost)
Engraver(no smooth walls/slabs lost)
Siege operator(no random raw stone lost)
Gemcutter and Jewelry(no gems lost)
Strand Extracting(faster candy)

all I can think of.


Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

Jundavr

  • Bay Watcher
    • View Profile
Re: Promised Guild Hall
« Reply #19 on: August 05, 2020, 08:00:55 pm »

Hunter guild trains ambush, always nice to have when sending raids.

I had several times a metalcrafters guild established. but no petition: they waited until enough weapon or armorsmiths and petitioned for those. Always nice to have those guilds.

Fishing guild. As usual lots of immigrants came with useless skills like fish dissection. With this guild they imposed their uselessness on other dwarves. Contemplating closing it for non guild members. However no matter the subject, it makes dwarves happy.

After estabilishing a guild hall and decorating it enough to appease the petitioners, you can just unassign the location (don't retire it) and never worry about it again. I can confirm after 4 years this hasn't caused negative thoughts in any of my dwarves, as I'm constantly micromanaging this specific fort.

EDIT: just now my dwarves petitioned again for the guild hall to be built. After estabilishing it with the appropriate room value of 2000+, every crafter got a fat happy thought, and again I undesignated it soon after.
« Last Edit: August 05, 2020, 08:42:18 pm by Jundavr »
Logged
I was out in the rain. So exasperating!

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Promised Guild Hall
« Reply #20 on: August 06, 2020, 06:00:29 am »

There a list of "MUST HAVE" guilds somewhere?

Its maybe worth giving everyone (or least 5 members of your embark party) some levels in architect just to establish a guild dedicated to it quickly to improve the quality of your buildings later, as usually this is a very slow and costly skill to train where the dwarves that have these skills will be far and few between.

Hunter guild trains ambush, always nice to have when sending raids.

One squad being lead by the squad leader experienced in ambushing in a active successful raid will usually pick up levels of ambush, once they are adequate or competent they should be able to join in a limited membership guild by themselves. Same applies for selectively picking siege operators, after some field training or letting mechanics improve with gear-making so you can shuffle them off on trap unclogging duty or keep a reserve around writing thesis'es.

Though overall, teaching other dwarves and honing the teaching skills they have is valuable, better elocution to improve skills in and out of the barracks, and it allows scholars to confer with one another.

Though regretfully there's no guild to improve muscial or philosophical/bibliographical prowess.
Logged
Pages: 1 [2]