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Editing Cross-training
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− | '''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway | + | '''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling. |
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas. | There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas. | ||
− | The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something "just for a little while" and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a | + | ==Cross-training (starting a reserves program)== |
+ | The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something "just for a little while" and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a reserves program, typically. Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat. You might not have that much time if you are getting sieges regularly. | ||
− | == | + | ===Different Programs:=== |
− | ===National self-defense training=== | + | ====National self-defense training==== |
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.'' | ''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.'' | ||
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to "Active/Training". | This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to "Active/Training". | ||
− | National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. | + | National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. It is worth setting the "Train" order in the schedule to less than 10 minimum; this allows dwarves to take time out to eat, drink, sleep... |
− | Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything), every dwarf has a better chance at not-dying - which can only be a good thing. | + | Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything), every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarves will now go to "Individual Combat Drill" rather than standing around timewasting. |
'''Pros:''' | '''Pros:''' | ||
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*No need for other cross-training for any attribute affected by national self-defense training | *No need for other cross-training for any attribute affected by national self-defense training | ||
*Trainees gain useful military skills | *Trainees gain useful military skills | ||
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*Trainees will be faster, stronger and tougher both in daily life and in emergencies | *Trainees will be faster, stronger and tougher both in daily life and in emergencies | ||
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*Legendary fighting skills may make tantrums more fun | *Legendary fighting skills may make tantrums more fun | ||
*Trainees don't work during training | *Trainees don't work during training | ||
− | *Trainees don't socialise during training, | + | *Trainees don't socialise during training (you may see this as an advantage, though) |
− | *Trainees | + | *Trainees may choose training over performing civilian duties |
'''Attributes trained:''' | '''Attributes trained:''' | ||
− | Rapid increases | + | Rapid increases of strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower. |
− | ===Boiler-room ([[furnace operator]])=== | + | ====Gym ([[pump operator]])==== |
+ | The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]]. After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists. The fastest raising attribute from pump operating is endurance and you can expect over 300 from training to legendary. Legendary +5 Pump Operators continue to gain attributes. | ||
+ | |||
+ | '''Pros:''' | ||
+ | *Easy and extremely cheap to set up; | ||
+ | *Requires no continuous oversight on your part. | ||
+ | *Beneficial for fps, air-pumpers consume, produce and move nothing. | ||
+ | *Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized). | ||
+ | *Very convenient; gyms can be placed anywhere in your fortress with no issues.<br> | ||
+ | *Inactive marksdwarf squads can operate pumps to cross-train and be activated at a moment's notice - boost attributes without using bolts. | ||
+ | *If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices. | ||
+ | *Reserve soldiers get a civilian job and no longer gain unhappy thoughts from being relieved from duty. They also become red in the units list (same as mechanics) and so are easier to spot. | ||
+ | '''Cons:''' | ||
+ | *Generates nothing useful other than the increased attributes of the trainee. | ||
+ | *If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]). | ||
+ | '''Attributes Trained:''' | ||
+ | |||
+ | Strength, Toughness, Endurance, Willpower, Kinesthetic Sense | ||
+ | |||
+ | ====Boiler-room ([[furnace operator]])==== | ||
:''See also: [[Melt]]'' | :''See also: [[Melt]]'' | ||
− | Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process | + | Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. |
'''Pros:''' | '''Pros:''' | ||
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*Requires little continuous oversight on your part. | *Requires little continuous oversight on your part. | ||
*Somewhat fast training; dwarves reach legendary in two years. | *Somewhat fast training; dwarves reach legendary in two years. | ||
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'''Cons:''' | '''Cons:''' | ||
− | *Requires access to [[magma]] | + | *Requires access to [[magma]]. |
+ | *Generates nothing useful other than the increased skills and attributes of the trainee. | ||
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this). | *May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this). | ||
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Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense | Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense | ||
− | ===Swimming Pool === | + | ====Swimming Pool ==== |
− | Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of "encouraging" your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method | + | Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of "encouraging" your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method, it is based on the feature, that a dwarf riding a minecart learns swimming while doing so. (See: [[Swimmer#Minecart_training|Minecart training]]) |
'''Pros:''' | '''Pros:''' | ||
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Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense | Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense | ||
− | ===Artillery proving ground ([[siege operator]])=== | + | ====Artillery proving ground ([[siege operator]])==== |
Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).<br> | Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).<br> | ||
'''Pros:''' | '''Pros:''' | ||
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Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense | Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense | ||
− | ===Internship MkII ([[manager]])=== | + | ====Internship MkII ([[manager]])==== |
− | Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as | + | Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make Soap". |
'''Pros:''' | '''Pros:''' | ||
*Requires no extra infrastructure at all. | *Requires no extra infrastructure at all. | ||
*You need a manager anyway! | *You need a manager anyway! | ||
− | *Mostly safe; a manager spends basically all | + | *Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs. |
'''Cons:''' | '''Cons:''' | ||
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. | *Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. | ||
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Analytical Ability, Memory, Focus | Analytical Ability, Memory, Focus | ||
− | ===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; 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 [[bronze]], or, if you are really living large, [[iron]] or even [[steel]]. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees | + | 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; 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 [[bronze]], or, if you are really living large, [[iron]] or even [[steel]]. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.<br> |
'''Pros:''' | '''Pros:''' | ||
− | *Soldiers can be equipped with picks from the military | + | *Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defence from early threats |
− | *Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] | + | *Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] 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. | ||
*Levels quite fast in sand. | *Levels quite fast in sand. | ||
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Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense | Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense | ||
− | ===Renovation ( | + | ====Renovation ([[stone detailing]])==== |
− | Another convenient way to buff up your dwarves, assigning your reservists to mass [[ | + | Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of [[food]], [[bed]]s or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. <br> |
'''Pros:''' | '''Pros:''' | ||
*Even easier to set up; just assign your dwarves and an area and you're good to go. | *Even easier to set up; just assign your dwarves and an area and you're good to go. | ||
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'''Cons:''' | '''Cons:''' | ||
*Wealth overflow may bring too many [[immigrant]]s. | *Wealth overflow may bring too many [[immigrant]]s. | ||
− | *Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] | + | *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 trying to smooth walls too close to [[magma]] or a [[river]]. | ||
'''Attributes Trained:''' | '''Attributes Trained:''' | ||
Agility, Creativity, Spatial Sense, Kinesthetic Sense | Agility, Creativity, Spatial Sense, Kinesthetic Sense | ||
− | ===Sweatshop ([[mason]])=== | + | ====Sweatshop ([[mason]])==== |
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively. ''Note: Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''<br> | Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively. ''Note: Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''<br> | ||
'''Pros:''' | '''Pros:''' | ||
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Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense | Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense | ||
− | ===Dwarf | + | ====Dwarf Powered Mill ([[grower]], [[cook]], [[miller]])==== |
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.<br> | Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.<br> | ||
'''Pros:''' | '''Pros:''' | ||
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'''Cons:''' | '''Cons:''' | ||
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers | *Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers | ||
− | *If you don't have enough bags | + | *If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers |
*Dedicated haulers will be required to keep all workshops clutter free | *Dedicated haulers will be required to keep all workshops clutter free | ||
'''Attributes Trained:''' | '''Attributes Trained:''' | ||
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*Provides useful lumber to carpenters, charcoal makers, etc. | *Provides useful lumber to carpenters, charcoal makers, etc. | ||
*Can cause problems with elves | *Can cause problems with elves | ||
− | |||
'''Cons:''' | '''Cons:''' | ||
*Can cause problems with elves | *Can cause problems with elves | ||
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*Map dependent | *Map dependent | ||
*Trees are limited, and regrow slowly | *Trees are limited, and regrow slowly | ||
− | *Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out | + | *Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes. |
'''Attributes Trained:''' | '''Attributes Trained:''' | ||
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense | Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense | ||
− | === | + | ====Survial Training([[herbalist]])==== |
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− | + | Agility | |
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− | + | ====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])==== | |
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− | ===Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])=== | ||
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do: | Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do: | ||
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs. | Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs. | ||
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Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher) | Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher) | ||
− | ===Art School ([[weaver]])=== | + | ====Art School ([[weaver]])==== |
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade. | Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade. | ||
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*Requires somewhat complex setup | *Requires somewhat complex setup | ||
*Weaving is a [[moodable]] skill--and not a particularly desirable one | *Weaving is a [[moodable]] skill--and not a particularly desirable one | ||
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'''Attributes Trained:''' | '''Attributes Trained:''' | ||
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Agility, Creativity, Spatial Sense, Kinesthetic Sense | Agility, Creativity, Spatial Sense, Kinesthetic Sense | ||
− | |||
====Charm School ([[Social skill]]s)==== | ====Charm School ([[Social skill]]s)==== | ||
<i>(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)</i> | <i>(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)</i> | ||
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*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]] | *produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]] | ||
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. | *inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. | ||
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− | === | + | ===Overview=== |
− | + | *The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered. | |
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*Artillery training can give you some siege operators, which will be useful if you have ballistae. | *Artillery training can give you some siege operators, which will be useful if you have ballistae. | ||
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky. | *The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky. | ||
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*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent. | *National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent. | ||
− | Note that the artillery training and internship don't | + | Note that the artillery training and internship don't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do. |
+ | |||
+ | {{Military FAQ}} | ||
{{Category|Military}} | {{Category|Military}} | ||
{{Category|Fortress defense}} | {{Category|Fortress defense}} | ||
− |