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Author Topic: Early population surges  (Read 2132 times)

Mushroo

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Re: Early population surges
« Reply #15 on: January 27, 2014, 10:04:00 am »

I usually just leave migrants with the skills they came with. If I have lots of idlers, I think that's great, it means my fortress is productive and efficient.

It is good to create bedrooms, dining room, clothes, etc. by about Year 5. But it is totally unnecessary to do this in Years 1-2 like most players do. Dwarfs can be perfectly happy for a couple of years sleeping on the ground, eating plump helmets. :)
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Merendel

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Re: Early population surges
« Reply #16 on: January 27, 2014, 11:05:53 pm »

I tend to just assign every new arival to a custom hauler proffession after a cursory glance to see if any of them are exceptionally skilled in something useful (sorry legendary fish cleaner, were in the middle of a desert, you can haul rocks with the rest).  I draft military recruits from the hauler force as I'm looking to fill squads, favoring those already skilled but grabing any old grunt otherwise.  specialists in various crafts are also drawn from the haulers as needed.

I dissagree with mushroo however.  While you can get away with skiping bedrooms and dining halls for a while its not a good idea to put it off for years.  While the dwarves wont tantrum over the lack alone your still geting a bunch of small negitive thoughts keeping overall mood on the low end of avrage.  It does not take much from that point to push a few over the edge and spark a tantrum spiral.  Seting up a comunal dining hall and small apartments for your dwarves with a few bits of rock furnature on the other hand does not take much work, keeps em busy so they dont get overly attached to anyone and acumulates happy thoughts instead.  besides if you've got alot of free haulers you might as well have them doing something productive like dig out bedrooms for the lot of em.
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Mushroo

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Re: Early population surges
« Reply #17 on: January 28, 2014, 12:18:56 pm »

Forgive my ignorance, but when people talk about "designating migrants to be haulers" what do they mean exactly? Don't migrants come with hauling labor enabled by default??
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ancistrus

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Re: Early population surges
« Reply #18 on: January 28, 2014, 12:32:18 pm »

Forgive my ignorance, but when people talk about "designating migrants to be haulers" what do they mean exactly? Don't migrants come with hauling labor enabled by default??

Changing their profession name to "Hauler".
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VerdantSF

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Re: Early population surges
« Reply #19 on: January 28, 2014, 12:52:54 pm »

I tend to just assign every new arival to a custom hauler profession after a cursory glance to see if any of them are exceptionally skilled in something useful

Same here, though I call the custom profession "worker" since they're the majority of the fortress and it's nice to have them as the last profession alphabetically in Therapist.
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