Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: cbfog on May 25, 2008, 03:15:00 am

Title: micro vs. macro management
Post by: cbfog on May 25, 2008, 03:15:00 am
obviously when the game starts out you have 7 dwarves and they must do pretty much everything (which is why I give them names like "stony" "woody" and "boozy" etc.) but once the migrants start arriving i find myself, while well set for booze and food, tunnelling out bedrooms and creating beds for dwarves who mostly stand around drinking or organizing parties in my statue garden. these guys are mostly useless for the operation of my fort and i generally only use about 1/4 of the available dwarves at any time to create an excess of goods for everyone else while all the others mill around doing nothing.

i would draft them all, but having a gigantic military seems sort of useless when faced with only a few goblins and kobolds.
also most of the migrants are totally useless like soap makers or animal dissectors and they bring along their useless children too

i don't know what to do with these jerks besides turn them into hauling mules or conscript them

Title: Re: micro vs. macro management
Post by: Ghostpaw on May 25, 2008, 04:06:00 am
Arena battles with captured enemies of war?
Title: Re: micro vs. macro management
Post by: Dareon Clearwater on May 25, 2008, 04:07:00 am
I generally wind up doubling and trebling up on workshops.  I think one fort I'm running has three craftsdwarves' shops, 5 mason's, and 2 breweries.  And I still have 20-30 idlers.
Title: Re: micro vs. macro management
Post by: cbfog on May 25, 2008, 04:16:00 am
can i maybe kill them by forcing them to sleep in the mud or dig down into the ground until they drown themselves, or maybe have them all throw a party in a stature garden and open up a hatch above it to release a lake full of water on them and drown them

that way i could kill all the useless leeches and only save the guys who actually work

Title: Re: micro vs. macro management
Post by: zagibu on May 25, 2008, 04:55:00 am
The easiest way to get rid of them is to have a deep pit at the entrance of your fort bridged by a retractable bridge. Or the dwarven atom smasher, if you don't mind exploiting game bugs. The smasher also has the feature that it doesn't produce corpses or other remains.
Title: Re: micro vs. macro management
Post by: Samyotix on May 25, 2008, 05:57:00 am
Suggestions:

a) Fortress guard
(20 dwarves, or 10% of the population). If you set them to unarmed, they'll be legendary wrestlers soonish; you won't be able to assign them back to civilian duties once they're champions.

b) Royal Guard
(8 dwarves?). Only after you get nobles.

c) More workshops, more labor-intensive industry.
(Don't grow Plump Helmet ... grow all the plants, run querns, farmers' workshops. Grow Dimple Cup, run querns, auto-mill dyed thread only, set "Use only dyed cloth", add dyeries and cloth workshops (or just churn out cloth crafts at your craftsdwarves' workshops)...

d) Standing (well, sparring) army.
When there's not a lot to do: Draft some. To get the hauling done once the siege is over, undraft them ...  :)

Title: Re: micro vs. macro management
Post by: juckto on May 25, 2008, 06:02:00 am
Stupidly huge projects of doom. I've got about 20 guys building an aqueduct over a canyon. I lose 3-5 every time a siege occurs, which is pretty often since I have babysnatcher's off.

(http://images.despair.com/products/demotivators/achievement.jpg)

Churn out some picks and turn them all into miners, and just mine the shit out of everything.

Title: Re: micro vs. macro management
Post by: Dasleah on May 25, 2008, 06:58:00 am
Huh. In a Fortress of 100+ Dwarves it's rare for me to have more than 1 Idler at a time. I just always plan a couple steps ahead (ensuring that I have enough spare bedrooms, plus about 20 more, digging out the aristocracy wing, the underground lakes, the tunnels to the tower outposts, melting goblin metal...)

I normally put Idlers on plant collection, Brewing, or Engraving.

Title: Re: micro vs. macro management
Post by: Doppel on May 25, 2008, 07:59:00 am
I mostly try to leave some "training digging area" unmined and give lots of them picks to mine it out (soil is great). I also make lots of them engravers (smoothing the boulders on the map) and a lot haulers. Imo haulers are essential and thus i mostly make even specific haulers, some only haul stone, others wood and others refuse, and so on, or use them to massively dump kablilions of stuff. Also a mood can turn one straight into legendary.
Title: Re: micro vs. macro management
Post by: Joseph Miles on May 25, 2008, 08:18:00 am
I like to make them build MASSIVE things from excess rock lying around, like huge towers and stuff. And every time, whatever they're building happens to have a death chamber. Then, I give them the honor of being the first to use the new death chamber. Keeps them busy for awhile, gets you a nice death tower, and then it cleanses the fortress.  :D
Title: Re: micro vs. macro management
Post by: sneakey pete on May 25, 2008, 08:42:00 am
I usually have a labor shortage, but now that i think about it, its probably something to do with the town/palace/army guards that i have. Need... more... haulers  :)
Title: Re: micro vs. macro management
Post by: Derakon on May 25, 2008, 11:26:00 am
I tend to end up with eight smelters running nonstop on my maps (the ones with magma, anyway). The whole dyed-cloth industry is good too, as long as you have enough bags that you can handle having twenty or so filled with single units of dimple cup dye. If you have sand, set up two glassworks, one to gather sand, and the other to churn out raw green glass and terraria; use the first to train a gemcutter (and as fodder to train a gemsetter) and the second for fortress defense. Designate entire floors for smoothing, and then engraving when that's done.  Gather every plant on the map. Chop down every tree. Make sure you have enough stockpile space to store the results. Make siege engines in your mines and set them to auto-repeat (this is a good way to train dwarves for stat-gain).

Generally I find that my forts end up with a handful of legendary dwarves - three miners, a smith, a farmer/brewer, a few engravers, et cetera - a bunch of variably-skilled grunts for things like furnace operating, and a crapton of haulers trying to keep up with the rest of 'em. A single brewing job can generate six hauling tasks (one for the barrel of booze, five for each of the seeds). An armorsmith working full-tilt on nothing but gauntlets and boots will rapidly clutter up his workshop, too. And of course, I have ore stockpiles that need continual replenishment so that my furnace operators don't have to walk across half the map to get their ore. This tends to keep a good 80% of my fort busy, and the rest get drafted into my army.

Title: Re: micro vs. macro management
Post by: RPB on May 25, 2008, 12:29:00 pm
quote:
Originally posted by cbfog:
<STRONG>these guys are mostly useless for the operation of my fort and i generally only use about 1/4 of the available dwarves at any time to create an excess of goods for everyone else while all the others mill around doing nothing.</STRONG>

Clearly you aren't generating nearly enough excess.

I keep up a good sized military, but mostly what I do is assign immigrants to nonstop work in various luxury trades (clothesmaking, glassmaking, etc.) When they hit legendary, I turn them back into haulers to keep up with the giant mounds of junk that everyone else is generating. Keeps everyone busy with relatively little fuss, and you end up with a lot of wealth and legendary dwarves.

Title: Re: micro vs. macro management
Post by: Solara on May 25, 2008, 12:38:00 pm
Right now I've got every non-vital dwarf building towers connected by long rickety wooden bridges. Then I'm going to do some rewalling, flood most of the old fort so that there's no way to enter or leave, and the legend of the reclusive Sky Dwarves will be born.  

...then I'm going to try and drive a few handpicked individuals insane and watch the fun.

Title: Re: micro vs. macro management
Post by: Kagus on May 25, 2008, 12:49:00 pm
This forum is so delightfully twisted, I can hardly contain my glee...
Title: Re: micro vs. macro management
Post by: RPB on May 25, 2008, 03:45:00 pm
quote:
Originally posted by Solara:
<STRONG>...then I'm going to try and drive a few handpicked individuals insane and watch the fun.</STRONG>

Why wait for them to go insane? Just build a very high, very narrow platform without any kind of guard walls. Install a weapons rack and declare it a barracks. Have the Fortress Guard go on a recruitment spree (give them hammers for added effect). Hilarity ensues!

[ May 25, 2008: Message edited by: RPB ]

Title: Re: micro vs. macro management
Post by: LeoLeonardoIII on May 25, 2008, 05:58:00 pm
Draft them and stick them in a room with only one tile. Lock the door. The floor is a grate with a drainage tunnel extending out to your chasm or whatever. Above is a tunnel connected to your water source. Open the floodgate in the aqueduct above.

Watch as they drown off and on for hours while simultaneously getting more and more thirsty.

Title: Re: micro vs. macro management
Post by: Jamini on May 26, 2008, 03:04:00 am
Make 5-15 of them siege operators and put them to work clearning stone. Once they hit perfectly agile take them off an use them as haulers.

Craftsdwarves, textiles, masonry.

Engrave every square inch of your fortres that isn't a bedroom for a commoner (for tax purposes)

Military, Fortress Gaurd, Royal Guard.

Pump out a 10x10 area in your aquifer (if you have one) manually and wall it off. Granted, you'll need to watch them for cancelations, but it's satisfying to do.

Mechanics, melting goblin junk, glassworks.

Strip-mine the lowest four levels of your map with the vertical shaft method. After it's clear (of metal ore. Not neccecarily dwarves) flood it with magma.

Build a legendary Tomb for each and every one of your dwarves. Just because you can.

Build a massive death-trap in all of your tombs.

Teach your dwarves to fly! (with a drawbridge, 15 z-levels into the sky).

The list is endless.

[ May 26, 2008: Message edited by: Jamini ]

Title: Re: micro vs. macro management
Post by: Fedor on May 26, 2008, 08:29:00 am
My problem is exactly the opposite of the OP.  He feels he has too many dwarves; I am forever wanting more helping hands.  DF, for me, is an exercise is getting what I want done without killing the framerate, which means maximal work out of every single dwarf available.

Typically, an 80-dwarf fortress run by me will have something like the following mix of work:

3 growers/brewers/cooks,
2-5 dwarves that do something else with food (threshers, millers, backup farmers, hunters, fishers, herbalists, or dedicated food haulers),

1 carpenter, 2-6 masons (I've become quite fond of building things and need lots of blocks), 1 blacksmith, 1 metalsmith, 1 weaponsmith, 1 armorsmith, 1 bowyer, 1 bone-carver (for arrows), 1 tailor, 1 weaver, 1 dyer, 1-2 glassmakers, 1-2 mechanics, about 2-5 miscellaneous skilled craftsdwarves (interesting preferences, lucky strange moods, backups, or I just wanted to crank out more stuff of a particular kind), and 2-4 smelters, 0-1 wood burner/potash-maker, and 0-2 woodchoppers to keep the forges burning and the metal bars coming,

2-6 miners and 2-4 active engravers, with many retirees with these skills serving in the military,

15-25 military dwarves, of which maybe half are part-timers who rotate between training, boosting attributes, and haulage as needed,

a few injured dwarves, some nobles, some babies and chidren, ...

... and a whole bunch of haulers, averaging perhaps a third of the population.  Most non-hauler dwarves occasionally have to help with moving stuff, because I always want more done, and done faster, than the available haulers can do alone.


Not a whole lot of time for partying in my forts.