I believe it does, since some of those are used in-game for items or soldier tiles if I'm not mistaken (or else I've seen them used in some capacity. Dunno about that first one.)
And I'd appreciate it immensely.
EDIT: Serious question, how should the Saxons be handled as far as castes go?
The "Lumped up" castes I had in mind are below. It means less work because I don't have to mess with transformation interactions, adding a dummy "absentee" creature, or anything like that.
Serfs: Farming and fishing; likely forms the bulk of your forces during times of conflict.
Engineers: Masonry/mechanical stuff
Clerics: Healing/Admin skills
Woodsmen: Animals and wood working; also the main ranger caste
Craftsmen: Crafting/Smithing.
Knights: Combat caste only.
However, if I do a guild approach, I'd end up with something... Confusing, but possibly functional, if it works correctly. The guildsman castes would have serious deficits to most, if not all, food-related stuff along with the normal reductions in learning that the baseline Serf has.
Weaver's Guild: Clothesmaking, weaving, shearing, and spinning. A Guild Workshop would be able to crank out bulk orders of bags and silk, yarn, and fiber clothing.
Woodworker's Guild: Obvious stuff, along with bulk production of barrels, bins, and bedroom sets from wood. Possibly also a small bonus to woodcrafting.
Craftsmen Guild: The usual skills besides clothing related ones. If you want lots of a particular item, such as a tankload of bracelets for a trade agreement, there's is the workshop to have it done.
Leatherworker's Guild: Tanning and leatherworking. Seems odd for there to be a guild for only two jobs, but considering the utility of leather, I'd call it fair. Their shop would be able to bulk produce leather clothing as well as leather armor in basic or full variants (basic being head and body protection vs the full set up for the full kit,) as well a bulk order leather bags and waterskins. Alternatively, roll them into the Weaver's Guild as a general Clothesmaker Guild.
Fishermen's Guild: The normal stuff, with multiple fish-farming farming workshops ala Masterwork a swell as the occasional bit of bird meat.
Smithing Guild: Duh. Can bulk order storage items of copper, tin, zinc, brass, nickle, and if you really want to, lead. Additionally amenities sets of cabinets and such from precious metals. Maybe get rid of a bedmaker bench and have them be able to plate wooden beds with precious metals instead.
Stoneworker's Guild: Masonry, Mining, Architecture. Bulk production of amenities and random statues.
Engineering Guild: Mechanics and whatnot. Also bulk order stone/metal mechs and produce wooden ones. Possibly also trap components?
Sanctuary: A place of learning for individuals of the more intellectual sort. Allows for bulk production of parchment ingredients. Clerics may also opt to become Physicians (specializing themselves in medical pursuits) or A combat-support unit: The Hospitaller - A midground between Paladins and Knights that specializes in blunt weapons use and using interactions to buff allies.
Garrison Post: Men-at-Arms can be made from Serfs, improving their abilities as soldiers, but at the expense of thier farming skills. Scrap the three commoner solider ideas and simply roll them into one here and drop the individual bonuses to a similar standard. Requires a leave of absence for a month for training and a training kit made at the normal craftsman workshop.
Shrine of Duty: Squires may take an oath as stated before to one of three military paths as Knights, Templars, or Paladins.
Ranger's Guild: Huntsmen and animal trainers. Can bulk produce cages in bunches of four from wood, as well as arrows and hunting bolts for short bows and crossbows.
Serfs don't get a guild, as they're expected to know how to till the soil and tend to the herds.
Additionally, a possible progression of steadily worsening cave adaptation that eventually results in the unit going mad, turning into feral peasants or knights. As a result, these creatures can also be encountered in the caverns (as a separate creature, for continuity's sake.) When killed in the wild, they leave behind a corpse that can be searched in the sanctuary for items. Ones that turn from your own civ will still have their gear. I'd say at max adaptation there's a chance every year for the unfortunate unit to lose it.
This would be meant to discourage strict underground living for long periods, as well as to let the miners have a break so they don't go mental and start thinking they're kin to trogs.
Woodsmen would stay as a sort of middle-road random caste that can do a little building, a little fighting, and a little crafting all competently.
Also consider them using short bows and hunting crossbows as standard weapons with Longbows and heavy hitting Arbalests as an upgrade, possibly requiring the woodworker's guild to make a specialized toolkit for the workshop to make them and the smithing or crafting guild to make a durable mold for thier their attendant ammo (to cast the heads, of course.)
Military castes would be reduced to the Knight castes and Watchmen.
Squire: Basic military caste. About half as common as serfs. Them and watchmen would learn everything military related at normal rates (serfs and guildsmen can only learn axe, spear, shield, and crossbow at slightly under the normal rate.)
Knight: As said, general purpose lesser noble soldier. High skill areas for melee skills, and a slightly better ranged skill rate, but still poor compared to woodsmen. Susceptible to pain, exhaustion, and morale, but still far superior to Squires and Watchmen.
Templar: Specializes in sword, dodge, and armor use, with other melee skills suffering immensely. Cannot learn ranged skills. No pain, fear, or exertion, and prone to rage.
Paladin: Blunt weapon fighter. Armor and shield. Has a hard time learning bladed weapons and polearms, and can't learn ranged weapon skills. No fear, no exertion, and trances, but is susceptible to pain.
Hospitaller: Blunt weapon fighter. Armor, shield, no ranged skills. Buffs allies for healing, endurance, and agility during combat? Possibly scrap them, but I'd like to include them somehow.
Watchman: Military serfs, essentially.
Nobles I figured on, as analogues to the usuals: initially, simply a Lord, followed by a Marquess, and finally Earl. These nobles are expected to retain small bodyguard units of 1, 3, and 5 men respectively (that is, they are considered military squads.)
Lords can assign Knights to their own little three-man squads (the knight and two retainers,) but doing so also entitles them to their own modest lodgings.
Marquess and Earl can do the same for Templars, Paladins, and Hospitallers.
As a flavor thing, the Earl can also permit guilds to establish a local leadership by selecting a prominent guildsman to lead a given guild. These nobles would be oh so very useless, but for roleplaying purposes i feel would make the guild finally feel like a permanent fixture, or used as a means of recognizing the guilds you make the most use of.
Additionally, I figure the duty of Champion would be restricted to Knights and such.
Thoughts? Anyone?
Additionally, also more than happy to hear out ideas on the Norsemen.