OK, I decided to do a bit more science. I decided to start a fresh embark and create 3 squads of 2 dwarfs each:
1) "teach+skill" 5 points teach plus 5 points in dodge or armour
2) "teach" 5 points teach only
3) "skill" 5 points in dodge or armour only
I used all dwarves to get a barebones fortress going. Training started 11 slate (mid-spring) with wooden shields and woorden training axes, no armour.
Starting stats:
stats for 1st day of summer:
stats for 2nd day of autumn:
stats for 18 timber (caravan arrived and paused the game)
For me these results are enough to prove some points, so I'm stopping the experiment here.
Results:
- axe, fighter, and shield user are all learned more quickly "from scratch" with teachers. There is probably a reinforcing cycle of sparring and teaching going on; or sparring is somehow more effective with a teacher (but I doubt that)
- Armour user is not learned without armour (duh)
- dodge is not aided by teacher, the squad without starting dodge is at 2/2, the unskilled dodgers in the other squads did learn some dodging but teaching had slight negative effect (5/0 -> 5/3 instead of 6/4)
- (and suprisingly: migrants that are not allowed into the fortress can get quite upset about it.)
Recommendations:
- It is quite beneficial to embark with full teacher points for military dwarfs. This will probably also help get new recruits up to speed faster.
- There is no real need to embark with fighter, weapon skills, or shield user. there are all learned on the job pretty quickly.
- If you have the points and slots to burn, embarking with dodge is a good idea as that is neither learned nor taught very quickly (training without shields+armor might help here but should be done with caution)
If I get to do another !!science!! session, I will have a look at armour training/teaching; at the effect of having good teachers to lead new squads; and at marksman / crossbowman.
Questions:
- Is there a way to start with more dwarfs and/or to make time go faster?