Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: How do you manage your Dwarfs?  (Read 4330 times)

flieroflight

  • Bay Watcher
  • Worship the nightmare
    • View Profile
How do you manage your Dwarfs?
« on: April 24, 2011, 05:49:06 am »

This is a test to see how people do their fort
option 1- generalists, give each dwarf a large number of labours and not bother that much about skills
option 2- secialist- only use dwarfs with a certain labour or above skill for important goods
3- mixture
4- therapist
Logged
Bay12 doesn't have moral event horizons, it has goals.

Zeranamu

  • Bay Watcher
  • I am Z
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #1 on: April 24, 2011, 05:53:22 am »

I generally have my starting 7 as some sort of specialist - 2 miners, a mason, a carpenter/woodcutter, farmer/fisher, my ninja (ambusher/trapper), and the Boss (doctor, negotiator, teacher, etc). After that, anybody who comes in with the flood of migrants generally gets set to active in all skills, just because I don't like sitting around waiting for things to happen, and I prefer to not have to mess with hauling on and off (only miners get all that turned off).

EDIT: I guess I fall under the 1/2/3/4 category, since I use Therapist to manage all this, or micromanage dwarves for specific situations (usually Hospital-related)
« Last Edit: April 24, 2011, 05:57:00 am by Zeranamu »
Logged

twwolfe

  • Bay Watcher
  • Likes ponies for their cuteness
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #2 on: April 24, 2011, 06:02:22 am »

the starting 7 are usually specialized. after them, if you don't have a metal-working skill, you get to do everything!
Logged
There are dwarves that are nothing but useless sacrifices - Miners are not one of them.

TicklemeFeather

  • Bay Watcher
  • Sleep is for the weak.
    • View Profile
    • TicklemeFTR's Simple G19 keyboard GUI
Re: How do you manage your Dwarfs?
« Reply #3 on: April 24, 2011, 06:20:13 am »

I tend to specialize each dwarf, but set them all into sub-categories such as Farmer. If i have someone thats really good at a skill i make them be the only dwarf that uses it unless i need more of that skill etc. I guess id be a number 3
Logged
DF as a game is the equivalent of sitting down and having a conversation with the homeless guy in the park who screams about flying children trying to rip his skin off.

Chessrook44

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #4 on: April 24, 2011, 06:38:52 am »

If you mean overall, I generally let dwarves do whatever jobs they had assigned.  I don't get involved in what jobs they do unless I DON'T want them doing that job (Hunting or Fishing, for example) or they're medical dwarves (Turn on all med jobs).  Sometimes I also make all my masons also engravers and smoothers though, and all Metalworking dwarves do all the types of metalworking (Armor, weapon, etc.) as well.  Tends to leave me with 80-90 idling dwarves at any one time with a full fort of 230, but I think of it as my "Massive Hauling Force".  Hauling jobs don't take that long.
Logged

Lectorog

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #5 on: April 24, 2011, 09:34:15 am »

I specialize when possible. The starting 7 always have their labors picked. After that, if a migrant has high, useful skills I let them use them; otherwise, they end up farming and hauling. The useless ones generally become masons.
I just got Therapist yesterday, so I'm starting to use that now.
Logged

Syrup Roast

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #6 on: April 24, 2011, 10:36:05 am »

I might be a mongrel then.

Normally I'd say I work with 1, generally allowing dwarves to perform their highest skilled labors (as well as hauling) except for the medical team (whose members tend to become mayors unsurprisingly). The lucky first dwarf that becomes legendary in his skill (except crafters and growers) gets all hauling labors turned off and receives training to legendary+5. Important workshops are then profiled to allow only those legendary+5 dwarves to use them.

This gets me the highest quality items for trade/general use, and also lets me easier see who can replace the specialists in case a legendary+5 wanders outside because he's "On Break" during an ambush and I'm too lazy to savescum.

The farms easily produce faster than the fort could consume, so I have dwarf therapist to turn on/off farming labors every leap year.
Logged
My answer to just about everything is magma. In fact, most threads end up with me running in screaming it 

wuphonsreach

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #7 on: April 24, 2011, 02:43:26 pm »

Early on, 7 jack of all trades, except that the (2) miners are full-time.

Later on, I specialize heavily.  Premier classes like Armorsmiths do nothing except armorsmithing (which keeps them from going outside and gathering wood / plants).  Same goes for the fort's weaponsmith and any other legendaries in Masonry, Mechanic, Carpentry, Brewing, Cooking, Leatherworking, Tailoring.  Or any skill where skill level matters to the quality of the output.

If a dwarf is not legendary in a skill (and I already have a legendary or high-skill dwarf) then they get turned either into draft fodder (males) or haulers (females).
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #8 on: April 24, 2011, 02:51:02 pm »

Badly.


Oh. OOOOH.


With therapist. I tend to micro only with the forging of weapons and armor from valuable materials.
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Lexx

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #9 on: April 24, 2011, 04:06:02 pm »

I have my food industry and metal-smithing/refining industry specialized. The military units all have mining labors so they toughen up whatever they're doing. The nobles don't do anything except meet traders/diplomats and the odd hunting expedition. Everything else is fair game for whimsical magma based accidents and suicide missions.
Logged

Nidokoenig

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #10 on: April 24, 2011, 04:37:13 pm »

2, 4. My really important dwarves are specialists, people like the stonecrafter, weaponsmith, carpenter, and brewer, and they won't even feed the wounded. If they're not important, or they're at a a pretty high skill in a labour that useful, but not so pressing I can't just wait for them to mood to legendary+5 in it, then I'll make them do work like woodcutting and herbalism to drive up their attributes without changing what they'll mood in. If I need to wall up a cavern or grab all the web in it before I do that, I'll make everybody a mason, carpenter or weaver(the weaver trick needs a huge stack of looms, by the way) until the situation is resolved.

Military dwarves, ponies, whatever will be miners until they're accomplished so the mood will top them up, then herbalists/woodcutters clearing the surface and/or caverns to get legendary in three skills.
Logged

Starver

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #11 on: April 24, 2011, 05:35:42 pm »

Generally two (or one, or three, if I've got less/more digging in mind, in advance) of my initial founders are set to be dedicated miners, never intended to do anything but that.  If, in a later migration, significantly good miners arrive with some other experience that I find useful, I may give them mining but occasionally draw them into the other task.  This would need a high level (say 6+) of this other skill, and a mining skill significant enough not to be worth ignoring in favour of this other skill.  Lower levels of military experience might also tip the scales, given the principle later espoused about military/civilian mixed dwarves.

One dwarf is given the social skills to become de facto expedition leader, and usually also broker/manager, but not always.  If not brokering and not managing (and not just generally 'leading') this dwarf may be given some job such as stonecrafting the trade goods, but won't be specifically given embarking skills in that non-vital job for it and will train up from zero.

All the rest of the embarking crew are given a mix of the vital jobs.  Those may well be Carpenter, Mason, Planter, Brewer, Wood-cutter (if the map suggests that making a trained one), and the like.  Mixed according to the foresight I have into the map, what psychological tendencies each dwarf has (much as I did in choosing the miners and proto-noble, above, together with preferences), how much I want to experiment, what I might intend to do with this embark, etc.

Usually the miners end up with max mining only (5/10 enhancements), the administrator is novice in all the social skills I put upon him to use up all 10 enhancement units, the others end up with either two or three different skills adding up to 10/10 in the enhancements.

When it comes to immigrants, if the embarkation mason has practised enough, he probably will retain his position.  But if he doubled up as brewer, had not yet done quite so much experience-building masonry (e.g. block-grinding) and he has a significantly competent rival arrive he might find himself doing more brewing than he might have expected, and being removed (at least officially) from the masonry team.  The same with the other embarkationers, if new arrivals instantly out-shine them.  However, the ex-mason would probably be asked to join in with the construction of masonry (as might any other unoccupied dwarf, plus anyone else I can spare if something needs building right now!) outside of of anything quality-level related.

In a way, that's the pattern for most of the skilled works.  I will generally have only one dwarf (the best skilled one) on stuff like armorsmithing and weaponsmithing, but that doesn't automatically excuse them from other jobs that they also have an aptitude for, and may be enrolled into smoothing, masonry or even plant gathering if their major skill or skills cannot be immediately used.

Hauling is generally turned entirely off for miners and for any worker who has the kind of job that needs-to-be-done-now, perhaps turning on a single hauling type (e.g. food, or refuse) if they would otherwise be idle and that category of hauling could use a bit of ad-hoc help.  I tend to turn off burial from absolutely every dwarf, so as to more easily identify in DF the migration wave (although that's a redundant method now that I habitually use a nickname marker for each dwarf so far organised), although obviously I'd have to turn it on again for someone if actual funereal duties were required.

Utter peasants will probably have (barring burial) the entire hauling complement on, and may be enlisted into the masonic arts for structure assembly.  Nothing that would give skill levels.  I try not to get peasants to undertake necessary smoothing, because they then skill-up in that area and messes up my organisational ideas.  Someone already with a skill (but currently idle) can actually do quite a bit of the old stone detailing before they lose their original profession colouration.  (Even so, I do occasionally end up with a very good engraver who is supposed to be a decent brewer, instead.)


The military is another thing.  My embarkation team very rarely get any look-in on that scene, although I might give them temporary opportunities to gain basic dodging if I'm feeling paranoid about attacks, as the fort progresses.  But migrants with any military skills at all get looked at closely.  Grouping those with familial collections with fellows in a similar position, I'll set up a unit (or units) to "keep them fresh" in their battle skills, and indeed improve them, but mostly as a back-up force.  Immigrants with significant military skills but a uniquely valuable profession are also molly-coddled.  Although for ease of use, these two types still get the same "on duty/off duty" cycle-length as the final set, who are the ones who aren't professional enough in any civvie job, nor romantically attached.  They'd be my main phalanx.  On top of the above three-way split, there's also splitting into ranged/melee and perhaps further down into two-person units for training purposes (although unwieldy when it comes to any actual battle).

Even the 'dedicated military' get to do something when not on-duty.  Might be as little as hauling, might be as an auxiliary cook.  I try to avoid weaponsmiths/armoursmiths being militarised, of course, but I'm not entirely so strict so they may be in the "Weekend Warrior" grouping, if not in the "Married Mob" one, if they do have usable military skills.


TL;DR; Using the Therapist, I will identify key workers, but need to deal with the in-game information regarding psychology/relations and sometimes make compromises.  And sometimes need to remove them from other decent-but-not-important tasks in order to accomplish other tasks for whom they are needed (either as the primary, or as a useful auxilliary).  Specialists rule, but you can't always get what you want.  And two level-10 armoursmiths (one trained up to that level, the other popped up at random) cause me much grief.  As do dabbling weaponsmiths who mood themselves up to legendary status just as I'd managed to train a better starting weaponsmith to that level through long effort, because in both cases I'm probably going to ignore (although at least keep in reserve) the lesser skilled of the two's extensive contribution to that field.
Logged

Moonshadow101

  • Bay Watcher
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #12 on: April 24, 2011, 07:02:19 pm »

Embark: 2 Miners, 1 Cutter/Carp, 1 Mason/Mech, 1 Planter/Cook/Brewer, 1 Axedwarf (militia commander) and 1 medic (adequate in every healthcare skill.)

I'm a specializer, all the way. I try to have every dwarf only have one or two labors enabled (aside from hauling and such) and have each labor only have one or two dwarves doing them, unless the labor is one that benefits from a large workforce. All of my dwarves have nicknames indicating their jobs: "Threshy" is a Thresher: he does plant processing and nothing else. "Butch" is a butcher, and that's it. "Garik" is a clothesmaker, and nothing else. I have a bunch of dwarves all named "Stonewall" "Stoneteeth" "Stonetoes" "Stoneface" and such, they are all masons and nothing else. Furnace Operators are also a pretty big block. For my original embarkers, I disable labors based on my first few waves: by the second year, each of them is only doing on thing. Except the medic, who usually keeps doing everything, and the wood guy, who usually continues to double up. By the second year or so, I generally have a dedicated dwarf for every skill that isn't stupid (like pressing.) I even tend to have a dedicated Architect, who is usually a high master presser.

It's pretty easy to manage as long as I stay on top of it. Every time a new migrant wave comes, and pause the game and spend a bit of time allocating all the new guys. Essential skills get first pick (High Master Weaponsmiths <3 <3 <3), followed by military, followed by non-essential skills, then all the remaining losers either get tossed into a job that's totally empty, a big-block job like masonry, or a military scrubsquad.
« Last Edit: April 24, 2011, 07:04:39 pm by Moonshadow101 »
Logged

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: How do you manage your Dwarfs?
« Reply #13 on: April 24, 2011, 07:09:59 pm »

I use Dwarf Therapist to do the actual managing.  This utility makes it very easy to make broad-sweeping changes and to adjust incoming waves of migrants before they even show up on the Units list.

My original seven start out as pick-wielding peasants.  Until someone else arrives, they are miners, carpenters, masons, mechanics, architects, and nowadays also planters due to the criticality of having pig tails as soon as possible.  There is one axe carried along and the job of wood-cutter rotates amongst the seven as needed to clear room for construction.

As migrants with suitable skills arrive, the original seven drop out of most jobs except for mining.  When there is need for quickly constructing walls, the entire fortress may temporarily become masons.  The miners often remain architects, and may remain masons if I have a manager to assign the Mason's Workshop to a genuine mason.  This makes it easier to seal up unwanted breaches as quickly as possible.
 
If there is only one highly skilled Dwarf for certain jobs, they may be exempted from some types of hauling.  You don't want your Legendary Brewer dropping everything to clear rock out of a noble's bedroom. 
 
If there is no one with some skills that I need immediately, such as butchering or plant processing, I may double up on skills for a Dwarf with a similarly colored skill-set. 
 
Dissectors always get re-assigned. 
 
Dwarves who come in claiming to know how to do all of the skills within one major skill-set, such as all of the Farming skills, get the ones removed that duplicate someone else who really does know how.   :D
 
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: How do you manage your Dwarfs?
« Reply #14 on: April 24, 2011, 08:08:25 pm »

In 40d I'd have specialists in the skills I was interested in, and then a general pool of dwarves for dealing with gutswork and plantwork. In the new version there are too many skills for the usual size of fort I run, and I haven't figured out yet which ones can be combined easily or how best to arrange the fortress so I don't just throw up my hands and fall back on pre-2010 layout and wealth generation. I've gotten the hang of beekeeping, except for stockpile management ('Tools'? Just 'tools'? That's all the granularity I get?), but I've yet to do anything pottery-related. Naturally my latest fort has enough pottery specialists to support an industry.

Everybody does all hauling and recovery / burial. Between burrows and a lack of anything interesting on the surface (invaders have to come to the barracks complex before meeting a single dwarf, unless they attack while the caravan is being escorted) it's safe to have the metalworkers wandering around where the peasants do. Masonry is normally enabled on a few highly-skilled specialists, but when there are enough building jobs for everyone in the fortress I go to DT and activate them in one click.

With the new military uniforms for civilians I find myself deactivating the miners so they can wear any clothing at all. I think there are ways to get them working properly, but that's too much fiddling around for me and civilians with crossbows will apparently use them when startled instead of running away like they're unarmed. I do have rocks, space above ground, and a potential army of masons. So I guess I'll build stuff instead.

This works out for me because I'm happy to let most of the fortress idle while I oversee one particular thing. In a vertical fortress where things are rarely more than 100 tiles away from each other, 40 dwarves get mass hauling done extremely quickly.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
Pages: [1] 2 3