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« on: October 01, 2010, 10:29:18 pm »
Architecture can improve the value of stuff that's built with it, but I haven't really found that to be an issue -- mostly what you're building with Architecture is utilitarian stuff that isn't part of a Room, and I hate waiting for the architect just to build another freaking smelter.
I also have well protected forestry preserves and a ton of low-quality axes (from training my weaponsmith)
So...
My Jacks (from left to right in Therapist:
Wood Cutting, Masonry (limit the actual masons shops to require skill, this way walls get built fast), Animal Training (I haven't seen any skill differences here except speed), Feed Patients/Prisoners (recover wounded goes to an armored squad), Butchery, Tanning, Soap Making, Wood Burning, Potash Making, Lye Making, Milling, Brewing (I've heard there's a hidden quality from booze, but I got myself a legendary brewer, forbid my entire stock of booze, and only used the 'legendary booze, and couldn't see a difference), Plant Processing, Cheese Making, Milking, Fish Cleaning, Fish Dissection, Furnace Operating, Gem Cutting, Glass Making (the glass furnace that doesn't just have "make Raw Green Glass" on Repeat has skill requirements), Mechanics (again, limit the shop to those with skill), Architecture, and Cleaning
I have a cadre of haulers, which I also cycle as militia, so they can actually gain some stat points, and a few specialist haulers who's lot in life never changes -- a few food/drink haulers, a single 'nurse' who's only job is to take care of the wounded (usually idle), and, once they get strong enough, a few dedicated rock haulers. I also like to turn pump operating on my haulers, but limit the number of pumps. This way I still get hauling, and, like with the militia, my haulers get stats.