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Author Topic: Coping with immigrants  (Read 1498 times)

joeclark77

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Re: Coping with immigrants
« Reply #15 on: January 31, 2013, 02:41:23 pm »

The farmers/haulers are entirely expendable and replaceable. Unless they earn the right to become an elite through a mood, they're worthless.
Haulers, yes.  Farmers, NO!!!
Your planters are very important to a whole bunch of professions.  Highly skilled planters will multiply the efficiency of your brewers, cooks, millers, dyers, etc, many times!  If you can only have one legendary dwarf in your whole fortress, it ought to be your legendary farmer.
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Mushroo

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Re: Coping with immigrants
« Reply #16 on: January 31, 2013, 03:05:24 pm »

The farmers/haulers are entirely expendable and replaceable. Unless they earn the right to become an elite through a mood, they're worthless.
Haulers, yes.  Farmers, NO!!!
Your planters are very important to a whole bunch of professions.  Highly skilled planters will multiply the efficiency of your brewers, cooks, millers, dyers, etc, many times!  If you can only have one legendary dwarf in your whole fortress, it ought to be your legendary farmer.

+1

I wish farm plots had a Profile feature to limit access to higher-skilled planters, as with workshops.
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zubb2

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Re: Coping with immigrants
« Reply #17 on: January 31, 2013, 03:14:43 pm »

I usualy just have 10 dorfs with the enitire farming set enabled, and theres the farmers.

I have two (usualy) dorfs that just mine thats it.

The crafter battalion is most everybody else, they get the rest of the jobs.

If I get to it the profile thing is used to get me a "Smithers" legendary metal guy.

I don't use dwarf rapist I just have muscle memory of how to mass produce crafters.

Phobiuse's tileset has sticky shift keys and is not as fast as vanillia.

But it is square and thats nice.
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Mushroo

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Re: Coping with immigrants
« Reply #18 on: January 31, 2013, 03:20:29 pm »

I usualy just have 10 dorfs with the enitire farming set enabled, and theres the farmers.

Inefficient way to distribute experience gains for the non-moodable skils of: growing, dyeing, and cooking.

Better to have fewer, specialized dwarfs IMHO. For example 1 or 2 planters, 1 or 2 dyers, 1 or 2 cooks, and the rest "utility" farmers with the all non-quality skills enabled.
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Hyndis

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Re: Coping with immigrants
« Reply #19 on: January 31, 2013, 03:22:57 pm »

There's no reason why your swarm of haulers cannot also be farmers. It gives them experience which boosts their stats slightly, and this improves their hauling abilities. Also while farmer skill is important in the number of plants being grown, it really doesn't matter all that much once you have a farm up and running. I leave thousands of plants to just rot in the fields even when I have a swarm of dabbling planters working the farms.

For booze I have one still on repeat brew for every 150 dwarves. A well is also available, but its rarely used. If I have more than 150 dwarves then I may need a second still, but it seems to be okay for a population of that size.
« Last Edit: January 31, 2013, 03:27:37 pm by Hyndis »
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Mushroo

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Re: Coping with immigrants
« Reply #20 on: January 31, 2013, 03:28:41 pm »

There's no reason why your swarm of haulers cannot also be farmers. It gives them experience which boosts their stats slightly, and this improves their hauling abilities. Also while farmer skill is important in the number of plants being grown, it really doesn't matter all that much once you have a farm up and running. I leave thousands of plants to just rot in the fields even when I have a swarm of dabbling planters working the farms.

Highly disagree. If you rely on dabbling planters then you need 5x as many barrels, 5x as many bags, 5x bigger food stockpiles, 5x more brewers/millers/cooks/etc. (not to mention extra haulers to dump those rotten plants so you don't get miasma). If you enjoy an inefficient fortress then go for it!
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Hyndis

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Re: Coping with immigrants
« Reply #21 on: January 31, 2013, 03:58:49 pm »

I use small stockpiles for plant storage. Each type of crop gets only a 5x5 stockpile, so it can use up at most 25 pots. Pots are vastly superior to barrels in terms of storage. I don't know what the point of using a barrel is anymore. If you are still using barrels to store pots that could be part of your problem there.

All extra plants are allowed to rot in the field. Plants do not produce miasma when they wither away.

I then build a 10x10 field for every type of plant I want to grow. Production scales automatically with demand. Once this farm system is set up I can ignore it for the rest of the game. The only adjustment that is needed is the addition to a second still somewhere around 200 dwarves, as a single still will no longer be able to keep up.

Over time this gets me dozens of legendary planters. Their improved physical stats due to planting mean they're better at being haulers, and also stronger when they join the military.

Any planter that gets moody and becomes legendary at a useful skill gets promoted into the elite. They no longer do farming once they get promoted to into the elite caste. As these farmers/haulers do butchery and tanning, there is a tendency to become legendary leatherworkers through a mood, which is useful as leatherworking is a valuable skill, and many useful and highly valuable items can be made out of leather.
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Blue_Dwarf

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Re: Coping with immigrants
« Reply #22 on: January 31, 2013, 04:27:02 pm »

One legendary farmer is enough for a big fort. You can allow all dwarves to harvest, so that the legendary one is the only one that plants big stacks.

I don't know what the point of using a barrel is anymore.
Weight. Later in the game wood abundance is no longer an issue, so why not.
« Last Edit: January 31, 2013, 04:29:19 pm by Blue_Dwarf »
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Crafting Statistics 42.06Farming Statistics

Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

Mushroo

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Re: Coping with immigrants
« Reply #23 on: January 31, 2013, 04:44:07 pm »

Plump helmet [1] will yield dwarven wine [5], and plump helmet [9] will yield dwarven wine [45], in the same amount of time/labor, whether it's a pot or a barrel.
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JAFANZ

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Re: Coping with immigrants
« Reply #24 on: January 31, 2013, 05:30:59 pm »

I don't know what the point of using a barrel is anymore.
Weight. Later in the game wood abundance is no longer an issue, so why not.
Wooden Pots are still light (my Featherwood ones are < 1 urist) , & should have more capacity for solids.
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Dangerous Beans

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Re: Coping with immigrants
« Reply #25 on: January 31, 2013, 05:51:17 pm »

haulers are always great to have keep 20ish dwarves woth only hauling or engravers engravers engravers and more engravers

I've found this is helpful as well. Have a small number of multi-legendary dwarves who only produce things, but do no hauling or any other gruntwork. Maybe 10-15 of them is enough. These guys make everything in the fortress, and they may be legendary at 10+ different skills. Everyone else is just a farmer and hauler who supports these legendary dwarves.

The only way to get promoted to be an elite is to either show up as a migrant with very high skill in a desired field, or to become legendary through a strange mood.

that's the approach i have settled on. i have a craftsman class who actually make things, and a hauler class who haul shit around and do all jobs that don't produce quality levels, other than miner/woodcutter (due to the conflicts with uniforms). the haulers usually end up drafted into squads and given copper crossbows. the hauler class usually includes skilled jewellers and bone/wood/stone crafters as i am usually not doing anything with those skills.

using therapist i find that it takes about 30 seconds to assign a migrant wave, and most of that is working out if they have useful skills. if only it could do squad assignments too (i miss the 40d militia squad).
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MasterShizzle

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Re: Coping with immigrants
« Reply #26 on: January 31, 2013, 06:41:13 pm »

To cut down migrants I change the pop cap, but also the child cap. 140 and 10:10 seems to work all right. This cuts down the waves of "45 dwarves, 27 of which are children" nonsense that plagues so many.
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b22

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Re: Coping with immigrants
« Reply #27 on: January 31, 2013, 07:09:37 pm »

Dwarf therapist can also let you set custom professions.

Assigning dwarves to a custom profession is a quick and easy shortcut. Just wait until new migrants all show up, pause the game, use DT to sort out the migrants into their new jobs, and thats it.
I don't know how anyone can manually manage their dwarf professions, without custom profession, past 50+ dwarf. I never use the original professions, I create a custom profession per industry, soldiers/types# and misc hollers.

This way they grouped nicely in therapist and you can get the bigger picture at glance i.e. exactly how many Stone/wood/metal/etc industry workers you have, their distributions, what they do right now and adjust if necessary.

Also its much more easier to fish out the newly recruits by looking for "soldier#" rather than memorizing their names/current occupation. I also found initially assigning immigrant wave to misc, help sorting through them.

I find it's much easier to use workshop profiles (q, P) to limit the number of smiths, crafters, etc. rather than to toggle the jobs on/off with individual dwarfs.
It depends how many workshops you have. I always have more than one and found it much easier to manage your craftsmen with therapist, while using profiles for making specialized i.e. I always designate a training workshop and a master workshop.
« Last Edit: January 31, 2013, 11:56:05 pm by b22 »
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FuzzyZergling

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Re: Coping with immigrants
« Reply #28 on: January 31, 2013, 10:49:58 pm »

I don't know how anyone can manually manage their dwarf professions, without custom profession, past 50+ dwarf.
I manage my dwarves manually, and most of my forts have over a hundred dwarves.
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b22

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Re: Coping with immigrants
« Reply #29 on: January 31, 2013, 11:59:34 pm »

You must have a legendary organizer skill / memory ;) still you may want to check this out, especially after some fun happens..
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