[5] ......anyone arriving as a Hunter/Ranger is given the military career as a focus (hunting is the other most 'problematic' food-task, might as well risk them under my own terms.)
[5] ......anyone arriving as a Hunter/Ranger is given the military career as a focus (hunting is the other most 'problematic' food-task, might as well risk them under my own terms.)
Oh good! Has the Ranger/Miner/Military won't-take-a-weapon bug been fixed while I wasn't paying attention?
Your dwarves are doing nothing because you've given them nothing to do. If you've given them nothing to do you don't have to worry about what they'e doing, just expand your tavern, give them nice things to look at until you think of something to do.Spoiler: Remaining Quote (click to show/hide)
I'm not sure how to combat this. I honestly would really much not have to play with the default settings in LNP, as I don't use LNP. It's just very hard to keep track of what dwarves do what and how to make sure most people are doing jobs. Any advice for how to combat this would be appreciated.If you make a practice of giving every dwarf smoothed, engraved quarters with high quality furnishings, maybe even made of things in their preferences, you'll be able to keep busy doing that for some time. There are also megaprojects. One of my first is usually channeling out something like a 15x15 underground farm, then building a roof over it, so that you can grow all the aboveground plants without actually going outside again. I usually get flooded with guild requests at some point too, and between those and temple complexes, the arrival of new dwarves actually keeps me busy. My objection is all the things you can do for them distract me from other projects I'd like to do. There's also always just busywork like making trade goods to buy out the entire caravan, training troops (I put everyone qualified into a squad and stagger training monthly or seasonally for the part-timers).
One of my first is usually channeling out something like a 15x15 underground farm, then building a roof over it, so that you can grow all the aboveground plants without actually going outside again.This is actually one of my defaults go-tos. Not 15x15 in one go[1], and sometimes I dig the Z-1 soil-room out first then later peel back the soil roof (cave-in avoiding - designation priorities makes this quicker to do-and-forget safely) and re-cover, if I'm not reserving for dwarven crops.
In terms of keeping interest, I always set the pop cap to ~50 and then name every single dwarf as they come on the map. That way they keep some personality, and I'm more interested in doing good for things for them and avoiding danger. It really ups the role-playing aspect imo.