I normally have quite a long re-organising session spring/summer of the second year and then has minor tweaks to it occasionally. As a general rule of thumb, you should need about 1 farmer for every 15 dwarves. I can then see any dwarves that haven't been allocated a profession by just looking in therapist in the "has nickname" dropdown. The way I personally manage lots of dwarves is to give them all nicknames ("Miller Asen", "Weaver Urist") when I assign them a profession. Every time you have new migrants you probably want to assign / deassign labours - a beekeeper is not going to be as much help as say, a farmer early on. It very much depends on where you are in the game as to what you want doing - when you have 7 dwarves they're likely to have a few labours enabled - but when you have 70 dwarves, you probably want to be very specific. > What's the best approach to getting the everyday things (cooking, farming, basic crafting and the like) mostly automated? Check their interests, and either protect 'em or give 'em something to fight for. If that's the case, they might want to go to down below magma pumping duty, or be given the front row with the military, those guys with the cheap armour and the not very good weapons. If there are a lot of idling dwarfs, there can be another reason: You could have dwarfs who do not value hard work, or give up at the slightest difficulty, or somat similar. I'm told someone out there does the same thing with pumping: If they have a "useless" dwarf, he is made to pump and thus builds muscles and is useful if pumping ever needs to be done. Almost all of my useless dwarfs become engravers. If not, I usually stick him in the military, or give him a few jobs that don't require much skill - chopping wood and smoothing walls. If a dwarf arrives with particular useful skills, I leave them on him. If you want to be totalitarian about it, you can lock that dorf into the room the workshop is in with a door, and not let him out till he's done. If you want a particular dwarf on a particular job, you can give 'em their very own workshop with no one else allowed to use it, then fill that workshop with the job orders you're after. I check the list regularly to find out what jobs have been cancelled for whatever the reason is this time. I'm told that this would not be a workable method if I used burrows, but I never figured those out either, and my dwarfs are free range most of the time. I've never bothered with therapist, and I rarely use the Manager, but I still have all my dwarfs busy: I just do a sweep of the different workshops every quarter, and check they're all full up on the tasks I want them to do. One of the tweaks I've made to it is the switch to iron, but it bugs me not to know why was it there. is there any real difference between an iron and steel anvil? A post from around 2010-2011 said there isn't, but that was a long time ago and the craftlords embark containsĪ steel anvil. what are the significant population levels? I remember reading somewhere 80 being the limit after which some events can occur, are there any others? Generally how useful are they?Īt first glance I'd guess at the start manager is very important, bookkeper is nice to have.
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