Hey everyone,
I have recently decided to make my first long term fortress (Lasting for over 5 years) and I'm gonna plan out each step in advance to make it as wakefieldian as possible.
Basically, a wakefieldian settlement is a settlement with everything pre-planned, arranged and set up: all that is needed is people to live in them.
So that means for the first year or two I will mostly just be making 'apartment' rooms and setting up workshops my future immigrants, and seeing how most immigrants are useless, I came up with a logistal figure (not sure if its the right word) to manage the various jobs and occupations of my dwarves... The first 7 settler excluded.
So basically,
[P]sYDoNiA's Logistical Plan
For every 10 dwarves...
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2 Military DwarvesThese dwarves will be straight away drafted and trained hard to become elite soldiers, possibly a few to become royal or whatever guards when my fortress (hopefully never) attracts nobles. These guys will also be on patrol all around my entrance tunnel, which will be surrounded by a 2 square thick wall 3 z-levels high. Of course with 2 doors to block colossi. Hi Five!
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3 Peasants / SoldiersThese dudes will be handling the unskilled and unwanted labours; stone, wood and furniture hauling, carrying refuse around and of course, being my guinea pigs where there are no kittens or elfs around. These guys will be training 1 military skill each until they reach the 'skilled' level or the average level (no prefix). This is so they can be drafted into the military to help provide extra dwarfpower to protect myself against sieges and to replace their fallen superiors. Until they manage to replace their military superiors, they are, essentially, everybody's bitch.
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3 Workers / ConscriptsI couldn't really think of a better word, so these guys are the 'workers.' The workers do the more menial tasks that still require some level of skill. These tasks detail mining, stone smoothing, farming, fishing, cooking, growing and so on. These guys take care of the pragmatic side of running a fortress, growing food and brewing drink (and growing cannabis, when someone mods it). In times of extreme, dire need, the 'workers' can be conscripted. Strongly advised to NOT do this, as they will just be a liability. However, if they do die, they can be easily replaced.
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2 Hardcore ArtisansDue to my occasion habit of overindulgence and greed in DF (it
is supposed to be histories of it), I usually have a whole bunch of dudes just churning out hundreds of stuff by the frame (
slight exaggeration). The role of these artisans are to non-stop make things. Artisans are the craftsdwarves of my fortress; carpentry, fine engraving, masonry, alchemistry, etc. all fall under the banner of the artisans. Through sun, rain and snow these guys will be hard at work. Basically all other labours will be disabled for them. These guys should NEVER go in combat as their extreme skill levels (expert, legendary, etc.) will just all go down the drain. Furthermore, these dudes get the second best lodgings, lagging only to the nobles and administrators.
Context
To put it into context, here are some simple figures...
There is a fortress with a population of 80 living dwarves.
Lets call it Catstrangler.
The nearby Goblins have decided to come knocking on Catstrangler's doorstep.
There are 16 elites, or 'regiment commanders' if you will.
These guys all have insanely high skills in the military branch.
Furthermore, there are 24 soldiers with some solid skill.
Thats half of Catstrangler's total population.
Additionally, if by some miracle they manage to whittle Catstrangler's forces down, there are another 24 conscripts, ready to die
for their evil overlord to protect their
homes evil overlord.
So, when the occasion calls for it, Around 3 quarters of Catstrangler can be militarised...
Whoa! That reminds me of Prussia!
So that's basically it...
To recap:
Out of 10 dwarves..
2 will focus on
military professions, become
elites and other
military roles.
3 are designated for
unskilled labours such as
hauling and are prospective for possible
military advancement.
Another 3 take on the roles of the commonfolk;
farming, fishing and
other non-crafting jobs.
The last 2 are the real gems of my fortress. These lucky bastards are going to become some of the most skilled
craftsdwarves and they are set to live in the upper echelons of my dwarfdom by plying the trades of
carpentry, masonry, gem cutting and others...
SO..
Any comments?
Anything I should change or add?