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Author Topic: Starting stuff.  (Read 1051 times)

Casp

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Re: Starting stuff.
« Reply #15 on: July 04, 2011, 07:26:54 am »

1. "Clerk" for bookkeeping and manager: Organization and Record Keeping
2. "Trader": Negotation, Judging Intent and Appraisal. (this guy also gets to be expd. leader and later mayor)
3. Diagnoser
4. Suturer
5. Wound Dresser
6. Surgeon
7. Bone Setter

Other stuff can be learned fast enough.

You seem to care an awful lot about the fate of your dwarves.

Admitting you have a problem is the first step.
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WHERE DO YOU EVEN GET ENOUGH BABY FOR A PICKAXE? THERE ISN'T ENOUGH BABY.

Shmo

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Re: Starting stuff.
« Reply #16 on: July 04, 2011, 11:54:11 am »

I don't spend a single point on skills since I find that my dwarves level up quickly enough. By the time I have skill-dependent industries rolling chances are good a relevant immigrant has shown up. As for actual labour assignations, I start with a miner, herbalist, brewer, butcher, cook, woodcutter and carpenter. Each dwarf only has one non-hauling-cleaning-basic healthcare labour enabled (I'm OCD like that. They're also nicknamed according to their labour so I know whom to replace quickly when an accident occurs, knowing that their labour doesn't always match their listed profession).
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S = k*log x(rope reed fiber socks)x
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