I had hoped to finish the year one update this weekend and get to this post in chronological order, but I won't be able to post the Autumn and Winter updates until tonight, and I wanted to get people's input for what the Outcasts should do before I start playing again.
It is currently Spring of year 2 (1052), and I have just gotten the Spring immigrant wave, which blessedly contains a brewer (we're saved!)
Among the immigrants, I have:
2 hunters, who will probably become military.
A miner, who I think I'm going to keep.
An Animal Dissector, with Adequate in every craft. Please welcome the missing link in my textile industry (he's our new clothier)
An Armorer (competent), who also has competent bowmaking. Welcome our crossbow maker.
2 Carpenter's. Debating if I am keeping both.
A new, useless Gem Cutter. Outcast 1.
A Leatherworker
A Fishery worker. Proficient fishing and skilled cleaning (and proficient dissection). He gets the one room with water. Hopefully it has fish (our moat seems to, and they're connected, so I think it should. (Ironically he's also a talented judge of intent, so he would make a good broker, but too bad).
A Fish Dissector who came with every farming labor enabled. Unfortunately, he only has skill in butchery, milling, and dyeing, and I've already got better. Outcast 2.
A Novice Farmer (butcher/brewer). Again, I have better. Outcast 3 (you guys get a brewer at least
)
3 milkers. One is novice with fishing, the other two are accomplished. One has dyeing and (novice) cheesemaking, the other has (novice) cooking and skilled armorsmithing. But the cheesemaker has competent combat skills, so I'm keeping him. You get the novice milker. Outcast 4.
A Butcher.
Two tanners. One good one (keeping), and one novice with novice combat skills. Outcast 5.
An
Herbalist hauler.
An accomplished brewer/expert weaponsmith. HE'S MINE YOU CAN'T HAVE HIM YOU FILTHY SAVAGES!!!
A Lye Maker.
A Pump Operator with novice combat skills. Military.
A Novice engraver with Novice animal training, and novice combat skills. I'm kicking him out because he has the nerve to call himself an engraver. Outcast 6.
Peasant. Hauler.
I'm also kicking out a previous resident, a competent woodcrafter (because really, wooden crafts?).
So there are 7 outcasts total:
Gem Cutter
Fish Dissector
Butcher/Brewer
Milker
Tanner
Engraver
Woodcrafter
I will let them take 1 pickaxe and a few barrels of food. No booze, because I'm in the middle of a shortage. What do you want them to do?
Edit: The outcasts can have a piece of wood too, so that they can use it to make charcoal, then cokes, and eventually an axe.