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Author Topic: Occupations  (Read 1874 times)

DWC

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Re: Occupations
« Reply #15 on: May 22, 2013, 03:07:38 pm »

Basically, I have 3 or 4 occupations.

-Proles (for lack of imagination) are assigned almost every single labor that doesn't require skill and also masonry and engraving and mechanics. Tanning, butchery, hauling, building walls, smoothing floors, resetting traps and all those odd-job labors. These guys are all in the militia as well.

-Specialists, which are basically proles with some of the busy work disabled, but have whatever moderate or low-demand specialty they are good at enabled, plus wood cutting or mining. This field mostly exists so I don't try to put miners and woodcutters into the milita and I end up with moderately skilled immigrants that are useful enough to do something other then drudgery all the time.

-Artisans, which have all labors disabled except the one high-demand profession they are good at, like skilled masons, carpenters, weaponsmiths, ect. When my fort is smoothed out, the best engraving proles get promoted to this. They are in the milita so they'll carry arms to protect themselves, but are really too important and busy to be doing training.

-Full time soldiers

So, I rarely have idling dwarves, there is always something to keep them busy, mostly artisans I don't have much use for at the moment are the ones hanging out being bored.
« Last Edit: May 22, 2013, 03:14:24 pm by DWC »
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pisskop

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Re: Occupations
« Reply #16 on: May 22, 2013, 03:08:28 pm »

Third Caste, cannon fodder and always replaceable dwarves. They mainly make sure that others have things to eat. And haul things. And die hilariously.
-Farmers (grower/gatherer/cook/brewer/butcher/tanner)

You really should consider moving your growers up to a higher social class, and stop distracting them with those other jobs.  A legendary grower is one of the most powerful assets a fort can have.  More plants per stack equates to a "multiplier effect" that gives you more booze per brew job, more meals per cook job, more cloth, more dye, more wealth in general.
Or create a fourth class.  Higher than the riff-raff hauling rocks and picking up after your skilled workers, but lower than your crafters.  And I like the idea for RP.
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Asra

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Re: Occupations
« Reply #17 on: May 22, 2013, 09:38:22 pm »

I segregate my fortress based on perceive value and uniqueness, but usually don't go through the trouble of giving them a custom occupational title(yet). Some of them do end up physically cut off from everyone else, for the most part.

-Nobles and Legendary are at the top, and are Nobles, living in their own area away from everyone else. The higher ups in the military live there too(though sleep in barracks).

-Below that are my other necessary jobs which have a quality component to them. Usually a single Weaponsmith, Armorsmith, Carpenter, Master Mason, Bowyer, Cook, Brewer.

-Tied to that are the nurses under the doctor, who live next to the hospital. When there's no one in the hospital dying they also haul.

-Below these are the farmers, who live deep underground away from the other dwarfs. They live with the weavers, threshers, and everything involving plants other than the cook and brewer.

-Hunters and animal tamers live closest to the surface, usually in any rooms I have aboveground. All hunters eventually end up in archery squads.

-Woodcutters and miners tend to fluctuate in numbers based on how many I need at any one time. Many woodcutters eventually end up in the military if there's a shortage as axemen.

-Below all of that are haulers and common soldiers. Anyone who isn't doing something in one of the above groups and doesn't have some other niche that I need or have forgotten about are either common soldiers or haulers and engravers to smooth everything(until everything is smoothed and they are sent into the military).
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