Answering some questions SpoCk0nd0pe asked in the PE LNP thread, and ones posted here...
...
What would you cut if you tried to start out with a dedicated hunter/marksdwarf and how would you skill him?
I tend to have problems acquiring the leather needed for military uses (quivers+backpacks). What poultry is best suited to help in this regard btw? From the wiki I think Blue Peafowl but I'm not sure, maybe there is poultry that yields leather when butchered without being fully grown?
Another thing I couldn't really find info about is how profession impacts skill rust and xp gain when dwarfs do different work. Does it have an impact at all? Having read the wiki article about moodable skills it seems that you do not want your weapon/armor smiths to become miners.
Thanks in advance for any tips on those matters!
I'd probably take 3-5 levels in ambush and marksdwarf (either might be higher), then 1 point each in dodger, armor use and shield use. Ambusher affects how well the dwarf can sneak up on his/her prey: some animals will flee when approached, others will attack the hunter before they get many shots off. I don't know if there's a "sneak attack" bonus. Hunting animals will sneak along with the dwarf btw.
Honestly I usually used the raw mod to have larger animals give more leather in 34.11, haven't tried that in 40.x yet but it probably still works. Yea, blue peafowl beat the other birds, geese are almost as good, slightly larger in fact when fully grown at 1 year, but they lay about 2 eggs less on average. Birdsplosions are a thing though, so geese are also decent.
As always, crocodilians are just insane for egg-laying, and alligators (the smallest of the 3 ingame) are size 200 000 and can breed at 1 year (grow to be 400k at 2 years), lay clutches of 10-30 eggs (also the smallest clutch size of the crocodilians iirc). Now, they're only size 60 when they hatch, but they grow fast enough to reach 4k in 1/50th of an in-game year, so about an ingame week. Buuuut you have to mod the raws a bit to use crocodilian leather, since they butcher for scales by default :/ And this is also a bit of a sidetrack because you can't embark with them, at least on a fresh world (hm, can you get a species domesticated enough that it'll start showing up as a choice on the embark screen...).
I'm not aware that profession would affect rust. Skills rust when they're not used for a long time, regardless of what the dwarf's profession is/was. You don't want weaponsmiths mining, because the mooded skill is always the highest moodable one, so if your initial weaponsmith 5 levels mining to 6, he'll never mood weaponsmithing until it's higher again (or mining rusts, iirc rust does prevent that skill from mooding). Rust isn't too bad in general though, easy enough to get rid of if you want to, once you notice it.
...
Idog stated that he does not think medical skills govern the outcome. Is there some definite knowledge about this? If some medical skills do determine the outcome of procedures it might be useful to fill the remaining points with medical skills.
Maybe architect 4 is a good idea for the mason since some buildings need architecture and masonry when made of stone.
After re-reading the wiki article on strange moods it is apparently undesirable to give dwarfs a 1 of in certain skills just for mooding. The number of moodable skills does not seem to determine the frequency of moods.
...
IIRC medical skills mostly affect the speed at which the jobs are done... but when (not if, WHEN) you get several dwarves injured, speed matters. They all need to be diagnosed, sutured, bandaged, bones set, surgery done, sutured and bandage, before infection sets in. And I've had dwarves that required over half a dozen medical jobs on just 1 limb... This is why it's also a good idea to have specialist "doctors" and "nurses", the latter can handle the cleaning/feeding and the less critical stuff, and you concentrate e.g. surgery training on one or two dwarves.
Architect raises really slowly and is (or at least was in 34.xx and before) really rare on migrants. If you're going to put point in it, take it to 5 IMO. Pretty much it's only effect is that it's an extra hidden value modifier for architecture wealth on the buildings that require an architect. If you don't care for that, you can just not take the skill for anyone, as long as you remember to enable the labor on a dwarf or few.
It's a decent tactic to give dwarves a skill of 1 to guide the mood to the skills you want. The initial mood chance doesn't depend on your dwarves' skills, as long as the basic conditions allow moods. Then yes, profession does determine the weighting of which dwarves are most likely to mood (and some, like active military, never do iirc), but once you get a mood that hits a peasant instead of, say, an armorsmith, that peasant will check what his/her highest (non-rusted iirc) moodable skill is, and even if they just have dabbling armorsmith from doing 1 job, they'll make an armor artifact instead of a woodcrafter/bonecrafter/stonecrafter one (which are the 3 defaults, if the mooding dwarf doesn't have any moodable skills). So then again, it's fairly easy to spread around some mood-training, just requires a bit of micromanagement. I've done this fairly often in the past: embark with ores, have the non-miners forge 1 pick/axe/helmet(for armor)/mechanism(for mechanic?) per dwarf by micromanaging the labors. And moods don't start happening until you have 20 dwarves iirc, so you've got until the 2nd migrant wave, usually.
As an extra pointer, pottery/glassmaker were mentioned as being quite useful in one of the LNP thread posts. Of these two, glassmaker wins out because you can make a wider array of goods (trap components, "gems" for cutting practice, vials etc), all glass can be used to store liquid (basic earthenware can't store liquids without glazing), and the clincher for me is that pottery isn't a moodable skill for some reason. It's the only non-moodable skill that produces stuff with quality levels as far as I know. Ok, cooking and dying also have quality levels and don't mood, so make that "non-consumable, non-enhancement stuff with quality levels".