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Author Topic: Occupations  (Read 1870 times)

pisskop

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Occupations
« on: May 20, 2013, 07:55:14 pm »

What occupations do you assign your dwarves?    Or whatever animal you use.
Custom or what?

I use customized professions, mostly.  Almost no profession I use only preforms one task, excepting masons/carpenters.

-I use seebeas, carpenters/mechanics/masons that train in wrestling and crossbowing.
-Leatherworkers also butcher and tan.
-Animal trainers shear and milk.
-Hunters also trap and butcher.
-Jewelers both cut and set gems.
-Crafters do the crafters workshop.
-Brewers tend to process plants.
-plebs tend to haul everything as well as pump operate and weaving for the web collections.
-Fishers also gather plants.
-etc.
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wierd

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Re: Occupations
« Reply #1 on: May 20, 2013, 08:30:36 pm »

I tend to do the following:

Gemsetter + Gemcutter == Jeweler brigade
Mason + Miner + architect == stoneworkers guild
Clothier + spinner + weaver + shearer + dyer + "plant processing"== Textile Worker
(All hauling labors) == Haulers/ "garbage men"
Cook + screwpress operator + brewer == Kitchen staff
Smelter + blacksmith + metal crafting == Foundry workers
Planting (fields) + herbalist + milling == "agricultural engineers"
Sand gathering + glassmaker == glassworker
Clay gathering + ceramics == ceramacist
Lymaker + animal caretaker + hunter + fisherdwarf + ...(etc) = "military duty"

I batch resource collection and production runs on the same workshops, for those that need them. I avoid using wood furnaces wherever possible, but if I need ash for ash glazes, I put the ashery labor on the ceramics team.

I put milling on the farmers, because putting it on other groups ends up with production issues, as seeds get held up for dyes and milled only food products otherwise, and gives the farmers something to do when they aren't picking plants or sewing seeds.

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Porpoisepower

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Re: Occupations
« Reply #2 on: May 20, 2013, 09:14:02 pm »

Mine are pretty simple... but there's some subtle ones that people are encouraged to guess

Bling Dwarvf
Yankee
Stone Mason (Get Architect)
Fish Monger
StockAdder
Gear Head
Military(later broken down by weapon, get pumping)
Marksdwarf (get Hunting)
Technocrat
Vulcans
Craftsdwarves
The Doctor
Pi Dwarves
Tonka
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chevil

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Re: Occupations
« Reply #3 on: May 21, 2013, 01:37:14 am »

All tanners butcher and all butchers tan.
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slothen

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Re: Occupations
« Reply #4 on: May 21, 2013, 09:16:30 am »

Jewelcrafters are kind of a pain.  Its always a hassle getting them to encrust the right stuff.  Typically I end up importing gobs of cut gems and raw glass, and cut all the glass and most of the raw gems that I can find.  I get enough masterwork gem crafts to be pretty happy.
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wierd

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Re: Occupations
« Reply #5 on: May 21, 2013, 01:38:39 pm »

Green glass is essentially free, if you have magma and sand. Useful for building up the gemcutting and gemsetting skills.

Bonus synergy with ceramics industry, as this gives you a convenient flow of throwaway goods to put all that green glass on, and is also essentially free if you have clay and magma.

Glass can be used to make just about anything, (cabinets, tables, chairs, crappy weapons for weapon traps, bricks, etc) and makes a good low-value furnishing for common dwarf rooms.

*really likes having access to the glass industry
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r4NGe

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Re: Occupations
« Reply #6 on: May 21, 2013, 03:43:12 pm »

I have 1 profession.

Peasant = 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

There are specialists and peasants. If they suck at everything else they become a peasant. Why these jobs? Because skill doesn't matter when it comes to creating quality goods, skill only matters in the speed they perform the job.
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Button

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Re: Occupations
« Reply #7 on: May 21, 2013, 06:46:04 pm »

The only profession of mine I'd like to highlight is the Outdoorsdwarf. Woodcutting, herbalism, and beekeeping. They also serve in the military - as axedwarves, for obvious reasons.

Except where stated otherwise, all of my dwarves have Cleaning, Feed Patients/Prisoners, Recover Wounded, and any professions they're Legendary in enabled. (I use burrows and alerts to keep them away until the coast is clear - no rescues from the jaws of death!). I also give everyone Weaponsmithing and Armorsmithing until they've gotten a small amount of XP, and keep a Dabbling-Novice smithy tuned to create silver ammunition and copper low boots on repeat.

Full listing:
Adamantor - Strand Extraction
Architect - Building Design
Asher - Lye Making, Potash Making, Soap Making, Wood Burning
Brewer - Brewing
Butcher - Butchery, Tanning
Carpenter - Carpentry, Crossbow-making, Siege Engineering
Craftsdwarf - Bone carving, Stonecrafting, Wax working, Woodcrafting
Devastator - Hauler, Siege Operator
Dyer - Dying, Milling
Engineer - Mechanic
Engraver - Stone Detailing
Farmer's Helper - Cheese Making, Milking, Plant Processing, Pressing, Shearing, Spinning
Gardener - Growing
Glassblower - Glassmaking
Husbander - Animal Training
Jeweler - Gem Cutting, Gem Setting
Leatherer - Leatherworking
Mason - Masonry
Medidwarf - All medical labors they're skilled at, plus one they're not skilled at (for training).
Off Duty - None at all. Used for miserable dwarves and dwarves on selective breeding duty.
Outdoorsdwarf - Woodcutting, Herbalism, Beekeeping.
Pensioner - All hauling labors, with Recovering Wounded and Feed Patients disabled. Pensioners have first priority when assigning an unskilled worker to take a job that doesn't require going outside or being fast.
Potter - Glazing, Pottery
Smelter - Furnace Operating
Smith - All smithing labors they're skilled at, plus one they're not skilled at (for training). Quality-sensitive jobs are assigned manually to a furnace with a Legendary requirement for use.
Tailor - Weaving, Clothesmaking
Tunneler - Mining
Useless - None. Used for ghosts, night creatures, etc. which show up in Therapist but aren't under my control.

Marksdwarf, Soldier, Trainee - All hauling labors, Pump Operating.

I generally avoid fishing because of its high death rates, and hunting because I'd rather leave animals alive so I can catch them in cage traps.
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FalseDead

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Re: Occupations
« Reply #8 on: May 22, 2013, 02:05:38 am »

Citizen-Farmer

Citizen-Builder ( Mason &/or Carpenter with Architecture)

Citizen-Food Service ( Brewer/Cook)

Citizen-Smith (All Metalsmith skills + metalcraft)

Citizen-Miner (also serve as haulers/cleaners)

Citizen-Carpenter ( Play Evil biomes so only use this one occasionally)

Citizen-Doctor (All medical skills, only medical skills)

Citizen-(insert Noble title)

Citizen-(insert Military title)

Citizen-Craftsman(insert material, never metal)

Citizen-Hauler (serve as cleaners)

Since I play Normally on Evil Terrains I use the Citizen to distinguish between who is in the fort and migrants

Only doctors perform any of the Medical skills including retrieval and feeding

I generally Specialize my dorfs so that they only do their assigned jobs
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Id Utalrisen

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Re: Occupations
« Reply #9 on: May 22, 2013, 02:51:18 am »

I basically have:

Citizen: All hauling/non-quality based tasks (wood burning, butchering, milking, shearing, etc)
Peasant: Same as above, but for newbie migrants
Deepsman: Nothing but digging
Craftsman: Minimal default labors, but also whatever crafting ability they are legendary in
Maester: All medical labors
Adamanteer: Strand Extraction, until that work dries up
Finisher: Engraving stone
Invalid: No labors checked, usually a dwarf who is useless or about to die
Woodward: cuttin trees!

Also, Thane for mayor, High Thane for other nobles, Mountainking for, you guessed it. Also I like to give their relatives appropriate titles, and nicknames like "sir", "lady", "captain" or "lord"
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pisskop

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Re: Occupations
« Reply #10 on: May 22, 2013, 07:36:25 am »

I do have a 'null' class.  It has two uses.

I give it to all migrants initially so I can signal them out for review in thoughts and prefs.

I give them to almost everyone after a disaster.  It has item hauling, refuse hauling, feed/recover wounded, animal hauling, cleaning, burial, siege operating, and pump operating.

They clean up the mess.
« Last Edit: May 22, 2013, 07:38:29 am by pisskop »
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

joeclark77

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Re: Occupations
« Reply #11 on: May 22, 2013, 08:09:06 am »

Female dwarfs are specialists in my forts with usually only one profession.  Some have two professions: carpenter/bowyer, gem cutter/setter, butcher/tanner, milker/cheeser, shearer/spinner.

All male dwarves (unless they are masters or legends in some important skill) are given the title "Reservist" which gives them:
- the outdoor jobs: woodcutting and plant gathering
- the construction jobs: carpentry/masonry/architecture/mechanics (so they can help with constructions; workshop profiles are used to reserve the actual workshops to skilled specialists)
- the skill-doesn't-matter jobs: butchery, tanning, brewing, pump operating, furnace operating, wood burning

These reservists are also my pool of recruits for the military, and many of them are off-duty crossbowmen who can be called up when needed.
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Matoro

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Re: Occupations
« Reply #12 on: May 22, 2013, 09:18:30 am »

 have three castes in my fortress:


First Caste, fortresses elites and best guys. Admired by everyone. They perform ancient duties of the Dwarves: mining, metalsmithing and killing things.
-Nobles (=traders and clerks)
-Soldiers (no civilian duties except hauling)
-Miners (only mining, no hauling)
-Smithes (everything from furnace operating to smithing, no hauling)

Second Caste, the middle guys in the society. They build and craft everything non-metal.
-Masons (mason/engraver, no hauling)
-Doctors (all with medical skills, no hauling)
-Woodworkers (wood cutter/carpenter/bowyer/mechanic)
-Craftsdwarves (all crafting, some specialized to only some crafting)

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)
-Useless Scum (haulers)

As you can see, I don't event have profession for stupid things like cheese making or milking or shearing. They all go to either soldiers or Useless Scum.
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zubb2

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Re: Occupations
« Reply #13 on: May 22, 2013, 02:19:31 pm »

I have everything but farming, digging, wood chopping, and the entire hunting sub menu on my crafters.(I don't use hunters so far)
Nobles are usualy crafters unless they are the bookeep, he has no labours at all.
The farmers have all farming and nothing else.
The miners mining and the woodminers wood cutting only.
Nothing else but mining and wood cutting respectivly.
I somtimes have fishers.
Slodiers get no labours and are on duty all the time, if I have any.
I have in the past used managment to keep a single "smithers" working on a single metalshop to get high grade stuff.
I generaly prefer quantity unless I special order.
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joeclark77

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Re: Occupations
« Reply #14 on: May 22, 2013, 02:52:08 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.
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