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Author Topic: Labors Where Skills Don't Matter  (Read 2839 times)

r4NGe

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Labors Where Skills Don't Matter
« on: August 17, 2012, 02:05:35 pm »

Just started dabbling in creating professions. I'd like to assign all my useless peasants to a professions that includes every skilless labor. For instance, skill doesn't matter in butchery? tanning? Can anyone link or post a list of the labors and whether skill level effects quality, speed, or nothing?
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GoombaGeek

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Re: Labors Where Skills Don't Matter
« Reply #1 on: August 17, 2012, 02:15:52 pm »

Coins have no quality levels, so you can train metalcrafting that way. And you can then melt them at a magma forge and end up with more metal than you started with.
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GreatWyrmGold

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Re: Labors Where Skills Don't Matter
« Reply #2 on: August 17, 2012, 02:41:59 pm »

Pretty much every skill affects the speed of its task.

Most farming skills, mining, woodcutting, stone-smoothing, building, and thread-weaving benefit from higher skill only by speed.
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jellsprout

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Re: Labors Where Skills Don't Matter
« Reply #3 on: August 17, 2012, 03:11:40 pm »

Wood cutting, animal dissecting, animal trapping, butchery, brewing, cheese making, lye making, milking, milling, potash making, pressing, shearing, soaping, spinning, tanning, threshing, wood burning, fish cleaning, fish dissecting, furnace operating, glazing and strand extracting have no benefits from high skill other than speed at which the job is performed.
Mining has no benefits for the mining job itself other than speed, but the mining skill is also used as the weapon skill for picks, making skilled miners also skilled pick-wielding soldiers.
Farming, plant collecting and fishing have no quality associated with it, but skilled growers, herbalists and fishers will produce larger stacks of plants/fish, which will result in larger stacks of booze or processed foods.
Carpentry, engraving, masonry, cooking, metal crafting, blacksmithing, glassmaking, pottery, weaving and mechanics have some jobs where a high skill only affects the speed of the job performed (constructing blocks, building, smoothing, making tallow, forging coins, collecting web, linking buildings and setting cage traps), but also have jobs where the skill does impact the quality of the final product.
I am not sure how the medical skills affect their jobs.
« Last Edit: August 17, 2012, 04:39:42 pm by jellsprout »
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GreatWyrmGold

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Re: Labors Where Skills Don't Matter
« Reply #4 on: August 17, 2012, 03:49:09 pm »

Allegedly, they don't. Allegedly, horrid diagnosis skills can cause incorrect diagnoses. It's all inconsistent.
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r4NGe

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Re: Labors Where Skills Don't Matter
« Reply #5 on: August 17, 2012, 03:53:30 pm »

Wood cutting, animal dissecting, animal trapping, butchery, brewing, cheese making, lye making, milking, milling, potash making, pressing, shearing, soaping, spinning, tanning, threshing, wood burning, fish cleaning, fish dissecting, fishing, furnace operating, glazing and strand extracting have no benefits from high skill other than speed at which the job is performed.
Mining has no benefits for the mining job itself other than speed, but the mining skill is also used as the weapon skill for picks, making skilled miners also skilled pick-wielding soldiers.
Farming and plant collecting has no quality associated with it, but skilled growers and herbalists will produce larger stacks of plants, which will result in larger stacks of booze or processed foods.
Carpentry, engraving, masonry, cooking, metal crafting, blacksmithing, glassmaking, pottery, weaving and mechanics have some jobs where a high skill only affects the speed of the job performed (constructing blocks, building, smoothing, making tallow, forging coins, collecting web, linking buildings and setting cage traps), but also have jobs where the skill does impact the quality of the final product.
I am not sure how the medical skills affect their jobs.

Cool. This is what I was after. So I can safely configure professions that include Wood cutting, animal dissecting, animal trapping, butchery, brewing, cheese making, lye making, milking, milling, potash making, pressing, shearing, soaping, spinning, tanning, threshing, wood burning, fish cleaning, fish dissecting, fishing, furnace operating, glazing and strand extracting unless I want a dwarf to level and do the job faster eventually.
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WealthyRadish

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Re: Labors Where Skills Don't Matter
« Reply #6 on: August 17, 2012, 03:54:16 pm »

I would recommend making your peasants masons, architects, and mechanics in addition to whatever other unimportant skills you need, and then putting skill restrictions on mason's/mechanic's workshops. Butcher is kind of importantish if you do a lot of hunting, but dabblers can usually butcher a corpse before it rots. Slaughtering animals is instant though, so no worries. Brewing is iffy... I personally don't use a dedicated brewer, but if you have someone else who's constantly idle (a legendary manager is a good example) then having them be a semi-dedicated brewer may be helpful. I do use a dedicated plant processor, as it's needed to keep pace with a dedicated weaver and clothier, which have quality ratings. Stone smoothing is another one that I use a single dwarf for, until they're legendary 5+ engravers. Some people use mass smoothers, but I find it a waste of experience toward legendary.
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Quietust

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Re: Labors Where Skills Don't Matter
« Reply #7 on: August 17, 2012, 03:57:56 pm »

It's also worth keeping track of moodable skills - within that list of skills that don't affect quality, the Tanner skill is moodable, so you might want to restrict that skill to dwarves that already have lots of experience in other crafting skills so you don't end up too many Legendary Tanners.
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Ubiq

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Re: Labors Where Skills Don't Matter
« Reply #8 on: August 17, 2012, 04:06:01 pm »

Far as fishing goes, my experience has always been that a higher level fisherdwarf will consistently haul of catches of, say, raw turtle (2-3) while dabbling and novice fisherdwarves will rarely do the same.
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Quietust

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Re: Labors Where Skills Don't Matter
« Reply #9 on: August 17, 2012, 04:09:17 pm »

Far as fishing goes, my experience has always been that a higher level fisherdwarf will consistently haul of catches of, say, raw turtle (2-3) while dabbling and novice fisherdwarves will rarely do the same.
This is definitely the case - in older versions, Fisherdwarf yields were calculated exactly the same way as Herbalist yields (for [CLUSTERSIZE:5] plants, anyways), and they're almost certainly still the same.
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It's amazing how they can make an entire floodgate out of the bones of 2 cats.

r4NGe

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Re: Labors Where Skills Don't Matter
« Reply #10 on: August 17, 2012, 04:30:53 pm »

It's also worth keeping track of moodable skills - within that list of skills that don't affect quality, the Tanner skill is moodable, so you might want to restrict that skill to dwarves that already have lots of experience in other crafting skills so you don't end up too many Legendary Tanners.

Good point. Thanks.
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jellsprout

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Re: Labors Where Skills Don't Matter
« Reply #11 on: August 17, 2012, 04:46:57 pm »

Far as fishing goes, my experience has always been that a higher level fisherdwarf will consistently haul of catches of, say, raw turtle (2-3) while dabbling and novice fisherdwarves will rarely do the same.

Thanks for this info. I never use fisherdwarves, so I didn't know this. I thought they just caught a single fish every time. I have updated my previous post.

It is not recommended to enable woodcutting, mining and fishing for every dwarf. Woodcutting and mining require axes and picks respectively, so your peasants will hog up all of them. They clash with each other anyway. And if you enable fishing, your idle dwarves will go fishing and won't do more important tasks.

If you use industries that require any of those tasks, it is also recommended to enable specialists for those jobs. They will be performed far faster, increasing the output of the industry.
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Urist Da Vinci

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Re: Labors Where Skills Don't Matter
« Reply #12 on: August 17, 2012, 08:09:58 pm »

...
I am not sure how the medical skills affect their jobs.

Medical skills only improve the speed of treatment, but since open wounds (especially uncleaned) can become infected, it's a good idea to have prompt treatment by skilled doctors.

A diagnoser with no skill will arrive at the correct diagnosis, but it will take longer. A surgeon with no skill will perform the correct surgery (and only what is necessary), but it will take longer. This was verified by firing ballista bolts into a crowded meeting hall, and then appointing noobs as the doctors. Also, ballista bolts are bugged to only do blunt damage.


Possible ways of grouping skills:
-Does the skill level affect quality of products/service? (y/n) (blacksmith vs cheesemaker)
-What is the value created by a single instance of this skill use? (high/low) (weaponsmith vs woodcrafter)
-Production speed (fast/slow) (miner vs beekeeper)
-Is a dwarf with this skill required to be "on call" when idle? (y/n) (doctor vs milker)
-How many dwarves of this skill do you want to train? (single/many) (armorsmith vs farmer)
-How quickly can you train a dwarf in this skill? (fast/slow) (clothier vs wax worker)
-Is the skill moodable? (y/n)

zuglar

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Re: Labors Where Skills Don't Matter
« Reply #13 on: August 17, 2012, 11:08:29 pm »

I would recommend making your peasants masons, architects, and mechanics in addition to whatever other unimportant skills you need, and then putting skill restrictions on mason's/mechanic's workshops.
Seconded. The architect does all the hauling for a construction, and unless you really care about architectural value of your fortress it's otherwise useless. I can't think of any time I want my legendary mason tied up for two months setting up for and building a 9x8 bridge, or getting pulled away from his shop to lay floors somewhere. Same reasoning goes for building traps and linking levers. Keep one skilled dorf making the mechanisms, let the peasants install them.

Aside: does construction requiring skilled labors grant experience? I don't think so***, which would make them especially attractive to farm out to peasants.

*** I assigned a peasant weaponsmithing to build a metal magma pump, and he's still got zero experience after.
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Quietust

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Re: Labors Where Skills Don't Matter
« Reply #14 on: August 17, 2012, 11:18:16 pm »

Same reasoning goes for building traps and linking levers. Keep one skilled dorf making the mechanisms, let the peasants install them.
For building traps, this is true, but for loading them it's almost always better to have a skilled mechanic. Same goes for levers - building them is always fast, but linking them can take a long time for an unskilled mechanic.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.
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