v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 23a:Cross-training

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "23a"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 21: Line 21:
  
 
====Gulag ([[miner]])====
 
====Gulag ([[miner]])====
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it (but leave some support columns to avoid [[cave-in]]s); it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.
+
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it (but leave some support columns to avoid [[cave-in]]s); it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.<br>
 
 
 
'''Pros:'''  
 
'''Pros:'''  
*Soldiers enter the military with an emergency weapon in their hand already, rather than having to walk all the way to your armory.  
+
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have.
 +
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbow]]s are less important.
 
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.
 
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.
 
*Relatively little oversight from you.
 
*Relatively little oversight from you.
*Can easily be transformed into a [[Tower-cap#Underground_tree_farms|tower-cap farm]], providing a safe and replenishable wood source.
+
*Can easily be transformed into a [[Tower-cap#Underground_tree_farms|tower-cap farm]], providing a safe and replenishable wood source.<br>
 
 
 
'''Cons:'''
 
'''Cons:'''
 
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.
 
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.
Line 34: Line 33:
 
*Can be dangerous, especially if they're digging near the [[cave river]], [[chasm]], or [[magma flow]].
 
*Can be dangerous, especially if they're digging near the [[cave river]], [[chasm]], or [[magma flow]].
 
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.
 
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.
*Low-skill miners may discover (and then partially destroy) valuable gem or mineral deposits.
+
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.
  
 
====Renovation ([[stone detailing]])====
 
====Renovation ([[stone detailing]])====
Line 46: Line 45:
 
*Wealth overflow may bring too many [[immigrant]]s.
 
*Wealth overflow may bring too many [[immigrant]]s.
 
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.
 
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.
*Careless designation of smoothing areas may have your dwarves engraving images in previously smoothed walls and floors, since this version uses the same designation for smoothing rough stone and engraving smoothed stone.
+
*Careless designation of smoothing areas may have your dwarves engraving images in previously smoothed walls and floors.
 
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the [[Dwarven economy]] kicks in.
 
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the [[Dwarven economy]] kicks in.
  
Line 124: Line 123:
 
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanic]]s, and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.
 
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanic]]s, and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.
  
Since some of these dwarves may be working outside, one variation includes designating them with the [[woodcutting]] [[labor]], so they will carry [[battle axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war [[dog]]s to these outdoor-engineers is another good plan. (Whether or not to then train them as (reservist) axedwarves is up to you)
+
Since some of these dwarves may be performing construction outside, one variation includes designating them with the [[woodcutting]] [[labor]], so they will carry [[battle axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war [[dog]]s to these outdoor-engineers is another good plan. (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)
  
 
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be "[[on break]]" at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.
 
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be "[[on break]]" at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.
Line 144: Line 143:
 
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.
 
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.
 
:* 2) Blocks can be used in building bridges, roads, and aqueducts.  What was the Corps' first job?  Building, of course!
 
:* 2) Blocks can be used in building bridges, roads, and aqueducts.  What was the Corps' first job?  Building, of course!
:* 3) Blocks make higher-value buildings than normal stone, contributing more to the fortress's wealth.
+
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become "Rough (rock) (construction)", while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.
 
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.
 
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.
 
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.
 
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.
Line 162: Line 161:
 
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few buildings need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.
 
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few buildings need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.
  
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now "need masonry"), ''un''-designate them ({{k|t}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.   
+
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now "need masonry"), ''un''-designate them ({{k|t}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.   
  
 
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''
 
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: