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Do you use castes?

yes
sometimes
no
never tried

Author Topic: does anyone use castes  (Read 3095 times)

wypie

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does anyone use castes
« on: May 25, 2012, 09:04:40 pm »

Like different dwarves are in a caste they have the same profession like a haulers caste a woodworking caste stuff like that. I was thinking of trying it out anyone have some castes they can share?


Edit : I don't mean modding in castes I mean like all Haulers have hauling and only do that kind of stuff and metal smiths have metalworking
« Last Edit: May 26, 2012, 01:56:50 am by wypie »
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yggiz

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Re: does anyone use castes
« Reply #1 on: May 25, 2012, 09:47:55 pm »

Not really heavy into castes, but I enable all farming labors on all my farmers, that way anyone brown can butcher the cow or thrash the pig tails. Once a crafter gets legendary, I may diversify him and get him training on a new craft. My miners engrave stone, my masons engrave stone, that sort of thing. Trash immigrants are recruited into the military, and are more disposable than the home grown heroes.
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Laserhead

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Re: does anyone use castes
« Reply #2 on: May 25, 2012, 09:49:53 pm »

I like having a dedicated hauler group because it makes burrowing simpler, anyone whose profession nickname isn't "hauler" is kept inside. Also lets me know who can be drafted without messing up an industry. I also tend to segregate out growers.
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Girlinhat

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Re: does anyone use castes
« Reply #3 on: May 25, 2012, 09:53:32 pm »

Might want to modify the OP, "This does not refer to modding."

Mohreb el Yasim

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Re: does anyone use castes
« Reply #4 on: May 26, 2012, 01:43:40 am »

i think op tougth about using castes in your modding, i haven't done any in quite a few time but i tried to make antmans those days so yes i used castes ('cause they have castes) for dwarfes, well i never really modded them, but i do not like castes for dwarfes personally (like the ones in Genesis, even tougth i think Deon made a great work). for me a cast should be a real phisical difference bioligicaly plausible.
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chris_strain

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Re: does anyone use castes
« Reply #5 on: May 26, 2012, 02:42:39 am »

I use them on occasion. Therapists custom profession settings makes it nice and easy to set up  such a system.
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caddybear

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Re: does anyone use castes
« Reply #6 on: May 26, 2012, 04:48:10 am »

I like to call them guilds, and migration with families frustrates me to no end because I can't just stick everyone in the related guildhalls since they insist on sleeping with their families.

Maybe a stricter caste system like "You belong to the guild of the more skilled and renowned spouse, and we don't care if you are a great fisherdorf so you better start learning how to work stone or it's the army in the squad called Red Shirts." would make for a good narrative. I should get to that after I'm done with my desert fort.

I'd need to learn how to use minecarts to to facilitate relative isolation though.
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Babylon

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Re: does anyone use castes
« Reply #7 on: May 26, 2012, 01:58:44 pm »

I do this with medical dwarves but that is about all.
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Anathema

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Re: does anyone use castes
« Reply #8 on: May 26, 2012, 02:20:47 pm »

I like to call them guilds, and migration with families frustrates me to no end because I can't just stick everyone in the related guildhalls since they insist on sleeping with their families.

Maybe a stricter caste system like "You belong to the guild of the more skilled and renowned spouse, and we don't care if you are a great fisherdorf so you better start learning how to work stone or it's the army in the squad called Red Shirts." would make for a good narrative. I should get to that after I'm done with my desert fort.

I'd need to learn how to use minecarts to to facilitate relative isolation though.

You realize where this leads: Dastoteo and Uristette, star-crossed lovers. He was a mason, she a fisherdwarf, their love was forbidden..
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Loud Whispers

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Re: does anyone use castes
« Reply #9 on: May 26, 2012, 04:18:35 pm »

My military society has not expanded enough to cause divides, but I'm starting to notice an emphasis on those in the top 5 squads, battle miner squads and the very few civilians starting to infiltrate positions of power.

KoboldWarmonger

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Re: does anyone use castes
« Reply #10 on: May 26, 2012, 04:36:02 pm »

Yes. I have three castes, though I do not enforce strict segregation:

Military dwarves, who do not work.
Useful dwarves, who have their crafting or specialist medical profession enabled and nothing else.
Peons, who do all the hauling and all the labor that has no bearing on the quality of the end result. Peons are tanners, butchers, farmers, furnace operators, nurses, all rolled into one- I never worry about these jobs, there are always a bunch of layabouts to do the work. It's lovely.
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HollowClown

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Re: does anyone use castes
« Reply #11 on: May 26, 2012, 06:48:19 pm »

Yup....I agree that the 'custom profession' thing in Dwarf Therapist makes this a whole lot easier. Most of my castes are based around burrows, so that dwarves in a particular caste tend to hang out with one another.  Each burrow/caste is assigned to particular production chain;  these are usually (but not always) the same as the default DF professions.

A few of the more non-standard combinations I like are:

Fisherdwarf / warrior:
Assign dwarves to a combat squad, give them good armor and weapons, and tell them to wear their uniform always.  Once they're trained up to expert or master in a bunch of different combat skills, remove the squad from active duty, disable all other skills, and tell them to fish.  Because fisherdwarves spend so much time hanging out outside, they tend to be my first point of contact with enemies or hostile wildlife;  when this happens, I can re-activate the squad and watch them hack up the hostiles.  Taking the time to train swimming helps, too, since they have a distinct tendency to dodge into rivers.

Woodcutter / herbalist / hauler / warrior:
Pretty much the same as the fisherdwarf, only they do all the other outside/cavern tasks.  Once I get a decent number of these, I usually use burrow restrictions to keep all the other dwarves from going outside, ever.  Training them with axes is the best, since the woodcutter skill means they'll always be lugging battle-axes around.

Miner / pickdwarf:
I never seem to do that much digging once the fort is established and I have a decent stockpile of gems and ores.  So, I put all the miners into a squad with picks assigned as weapons.  When they aren't actually digging, they're training with the picks (which also trains mining skill), and when they fight with the pick it uses the mining skill (which is by far the easiest skill to get to legendary).  This is also nice because dwarves who hit legendary with the pick will still mine, unlike axelords or whatever.  It's also worth noting that picks make surprisingly good weapons;  I once had a trained-up miner get jumped by a GCS while prospecting around the edge of the caverns, and the miner single-handedly killed the GCS in a single turn of combat.
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ObeseHelmet

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Re: does anyone use castes
« Reply #12 on: May 26, 2012, 09:07:50 pm »

I don't have castes yet -- but I will soon! I like KoboldWarmonger's and HollowClown's ideas especially. Will implement now.
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slink

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Re: does anyone use castes
« Reply #13 on: May 26, 2012, 09:44:12 pm »

I group professions into custom professions using Dwarf Therapist, once the fortress stops receiving migrants.  Before that I leave them grouped by migration wave for ease of checking for vampirism and handing out clan names.  I fill all of the important functions with the best Dwarf, or in some cases Dwarves, available.  Then the rest become haulers.  Hauling gets turned off on most of the others.  Haulers also operate pumps, cut wood, and lately they mine.  Females mine, males cut wood.  That is because wood-cuttting is often more hazardous and I don't want children wandering into danger zones.  Pets are bad enough.

Currently I have these groups:
Construction (mason, carpenter, stone detailing, architecture)
Crafts (typical crafts, gem workers, and dyers)
Defense (including mechanics, animal trainers, bowyers, and seige people)
Forges (metalworkers, probably should include glassmakers and potters but doesn't)
Government
Hauler (also cut wood, mine, and operate pumps, labor pool, in other words)
Medical Staff (including wood burners, lye-makers, and soap-makers)
Provisioner (all farming except anything included in a group above, are allowed to haul food and animals)
VAMPIRE

In previous versions I was able to group Dwarves by deity, and associate the deities with occupation groups which I called clans.  Because deities back then were matrilineal, I made my society matrilineal and did force husbands to change profession if they married into a clan.  Now that Dwarves worship a random number of deities and inherit them in some likewise random fashion from their parents, I can't do this.  That's okay, because the migrants who are historical figures have real family relationships that I can use to make clans.  They just aren't lumped by profession now.
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evileeyore

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Re: does anyone use castes
« Reply #14 on: May 28, 2012, 08:25:23 am »

I use them on occasion. Therapists custom profession settings makes it nice and easy to set up  such a system.

With me it's not so much "caste" as "proffesion".

I start out with only a handful of proffesions and slowly grow to this full list (fullish, there are a few I'm sure I'm forgetting):

Leaders:
Führer: Leader - Manager/Organizer/Record Keeper/Broker
Veranstalter: Organizer - Manager
Buchhalter: Book Keeper/Broker

Labors:
Arbeiter (Worker): Haulers
Bergmann: Miner
Betreiber: Operator (Pumps), Levers
Jäger (Hunter): Ambusher, Herbalist, Fisher, Trapper, Woodcutter

Craftsmen:
Maurer: Mason, Mechanic (Stone)
Tischler (Cabinetmaker): Carpenter, Bowyer
Juwelier (Jeweler): Gem Cutter/Setter
Handwerker: Craftsman - Bone/Wood/Stone/Wax, Strand Extractor
Graveur: Engraver
Lederer: LeatherWorker
Weber: Weaver, Spinner
Näherin (Seamstress): Clothemaking
Töpfer: Potter (Furnace Operator), Glazer
Glasmacher:  Glassmaker

Farming:
Landwirt (Farmer): Grower, Herbalist, Shearer
Müller: Miller, Thresher, Press Operator
Imker:  Beekeeper
Käser: Cheese maker, Milker
Metzger: Butcher, Fish Cleaner, Animal Hauler
Koch: Cook, Fish Cleaner
Brauer: Brewer
Köhler (Charburner): Furnace Operator, Woodburner
Seifensieder: Soap Maker, Lye Maker, Potasher
Färber: Dyer, Tanner

Smiths:
Schmied (Smith): Metal/Armor/Weapon Smith, Mechanic (Metal)
Schmelzer: Smelter
Mechaniker:  Mechanic (Stone and Metal), Seige Engineer

Medical:
Chefpathologe: Chief Medical Examiner, Diagnostician
Chirurg (Surgeon): Doctor
Amme: Nurse

Military:
Schütze:  Marksman
Soldat:  Soldier
Axtzwerg:   Axdwarf
Speerzwerg:  Speardwarf
Schwertzwerg:  Sworddwarf
Hammerzwerg:  Hammerdwarf
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