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Author Topic: Fortress Mode, temples, and praying stress away  (Read 1269 times)

scriver

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Fortress Mode, temples, and praying stress away
« on: June 19, 2020, 04:46:59 pm »

So I've been putting building temples off except for making a general temple ("the Neutral Temple") assigned to no deity or religion. I thought this meant all dwarves would be able to go there and have a divine chat with their given patron, as this is the impression I've gotten from embarks in the past.

Yet I've started to notice that pretty much every dwarf has their need to pray to their god in the brown. Am I missing something here? Do I need to do something further for them to go pray? To they need a dedicate temple of their god?
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Shonai_Dweller

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Re: Fortress Mode, temples, and praying stress away
« Reply #1 on: June 19, 2020, 05:42:36 pm »

How many gods does "everyone" have? With too many (partially fixed in 47.04, but still occurs in certain dwarves) they never get through praying to all of them, so get stressed.
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PatrikLundell

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Re: Fortress Mode, temples, and praying stress away
« Reply #2 on: June 20, 2020, 12:03:34 am »

And they also have to have time off from work to pray AND elect to use that time to pray rather than spend it in the library or inn. The buggers are lousy at prioritizing. I've had morons who'd been off work for a season, and then run off to Pray! or Socialize! shortly after I started up work again.
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scriver

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Re: Fortress Mode, temples, and praying stress away
« Reply #3 on: June 20, 2020, 07:36:31 am »

And they also have to have time off from work to pray AND elect to use that time to pray rather than spend it in the library or inn. The buggers are lousy at prioritizing. I've had morons who'd been off work for a season, and then run off to Pray! or Socialize! shortly after I started up work again.

I can't even imagine all the micromanaging that goes into making sure dwarves circle in and out of work seasonally
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PatrikLundell

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Re: Fortress Mode, temples, and praying stress away
« Reply #4 on: June 20, 2020, 11:27:51 am »

I don't use the Manager, but workshop orders with a fairly set seasonly cycle:
Spring:
- Grow crops (which is automatically enabled, plus I have a script to try to balance what to produce)
- Shear/Spin
- Start up production for the Mason, Mechanic, Carpenter,  Glassmaker, Furnace Operators, Wood Burner, Smith
- Chop trees
- Gather plants that are missing (using script)
- Trade with pointy ears.
- Produce bone (etc.) crafts for a couple of weeks
- Cloth making is automatic
- Booze/meal production is controlled by a script

Summer:
- Process plants
- Harvest fruit (automatic)
- Grow underground crops that can't be grown in spring
- Make papyrus sheets once the spinning is done
- Produce bone (etc.) crafts for a couple of weeks
- Disable glassmaker when I've reached some level of maturity (it's very productive)
- Make quires once the sheet making is done
- Trade with humies
- Disable all production except lingering quire making and automatic production at the very end of the month (day before new season)

Autumn:
- Produce clothing
- Catch up on hauling (may not always make it before the end)
- Trade with dorfs (if not dead civ)
- Once hauling is in a reasonable shape, slaughter animals 3 at a time (about as much as the butchers/haulers/refuse QS feeder stockpile can manage in one go) until all that should be processed have been are done.
- At the very end of the season, set squads on active training and assign them to the training facility.

Winter:
- R&R
- Rotate training squads (and [de]assign training facilities accordingly)
- Disable martial training at the very end of the season

Obviously, things are thrown out of whack when sieges happen.
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