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Author Topic: What is the fuss about the militia commander?  (Read 2139 times)

Immacolata

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What is the fuss about the militia commander?
« on: November 13, 2010, 04:30:33 am »

I have seen a few tutorials on DF military and many are "OMG do not make your militia commander part of your squads you will die from complexity". But no one really gave an explanation about it and the wiki is ominously silent about it. It is as if everyone is embarassed to discuss the topic.

But I don't understand. WHY wouldn't I want my militia commander being part of my military? Isn't it much more simple to create a squad A, The Dire Layercakes with 5 melee dorfs in it, miltia commander doubling as the captain?

Then my B squad, The Good of Rakes, will have a fresh militia captain and 5 crossbow men. End of trouble!
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Kipi

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Re: What is the fuss about the militia commander?
« Reply #1 on: November 13, 2010, 05:03:18 am »

First of, you don't have to make your military commander captain as well. He/she can lead squad just fine by being military commander.

What I have gathered is that if your military commander dies there is chance that you can not appoint new captains/commander anymore. Don't know if this problem exists anymore but it used to be so in previous versions.

Otherwise, military commander is no different from captain, except that commander has bedroom/office/dining room demands...
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roflgar

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Re: What is the fuss about the militia commander?
« Reply #2 on: November 13, 2010, 10:19:38 am »

The commander has no room requirements.
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rephikul

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Re: What is the fuss about the militia commander?
« Reply #3 on: November 13, 2010, 10:41:36 am »

Otherwise, military commander is no different from captain, except that commander has bedroom/office/dining room demands...
You cannot have more then one squad without a commander
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.