Yeah, i use Deathworks argument to assign work to dwarves too
my usual loadout is
Builder : Mason 4, Mechanic 5, Architect 1
nice to know, i am not the only one without imagination concerning names
I build my stone working force of those, i don't care about qualitiy with those items, but enough
quality turns up to make noble quarters good enough .. and with churning out furniture for everybody and blocks, and large building projects they level really fast ..
Kitchen : Brewer 2, Cook 2, Butcher 2, Tanner 2, Thresher 2
Fieldworker : Planter 5, Thresher 2, Butcher 2, Tanner 2
normally my whole food industry has butcher and tanner enabled, i tried dedicated ones, but the always had something better to do,and tons of corpses and hides just rotted away
after reading the loadouts here i think i will change this to one type with the same stats
but brewing/planting and cooking/planting .. just makes sense
Smith : Armorer 5, Weapons 4, Appraiser 1
I used to have a dedicated boss, but they never got elected and always died in some accidents ..
so my armorer skills wildly in skills which don't count for moods, and it is easy to pull him of
duty once the caravan arrives.
Woody : Bowyer 5 / Siege Engineer 5
skills seldom needed, but good to have somebody able around, gets to do carpentry and woodcutting most of the time
those skill fast enough with the amount of beds, barrels and bins needed
1-2 Digger : Miner 5 / Engraver or Mason or Mechanic 5 .. whatever I feel like
if I go by one Miner or one feeder I take a crafter with me ( 5 rock / 5 bone )
stuff layout differs greatly from embark to embark since i like to try things
but for the last few times I always took 1 axe, 2 steel picks ( just to show off, my future military should always get the best
25 plump helmet spawn, 10-15 pigtail, 5 every other seed, except dimple cup ..
when I got lava an anvil ( last time I brought none, i had to wait 2 years for one )
4 dogs, No Cat, 1 piece of silk, 2 ropes ..
if no anvil then lots and lots of food and wood