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« on: January 27, 2023, 01:49:24 pm »
Yeah, one thing I would say is to not dive headfirst into making sure every unmet need is met 100%. Like I start off with a dormitory, rather than individual bedrooms. I maybe hand-make a few coffins to tide me over while I make actual furniture. Ditto not immediately making any noble/officer rooms exactly what they want as long as they can function. Then as you do get the first, more important needs met, start increasing what you do.
Another thing I'll say you can do (although it can have its own downsides) - if you make a tavern and make sure you have some sleeping areas assigned to it, you'll start having guests and start having some that will want to join the fortress. Unlike at least some previous versions, you can actually give any entertainers that join some tasks to do. I honestly don't know how *good* they are at doing these tasks compared to your regular civilians, but they will work on them. So if you get caught out by the lack of a few migrants waves until word gets out about how awesome and rich your fortress is, that can help in a pinch.
For me, I tend to have my dwarfs specialize pretty narrowly, and just not even start on some tasks (tailoring, metalsmithing, furnaces) until I have enough dwarfs to start to handle more tasks. (Dunno if this is the best way to do things, it's just how I do it). And I would suggest removing the hauling task from some of your more important dwarfs that have tasks you REALLY need done (like stoneworkers - I think stoneCARVERs? I get the stonecarvers and stonecutters mixed up sometimes still). Of course that's a pain on its own because it means taking hauling away from "everyone does this" and assigning it to every dwarf as they join but it might be worth it.