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DF Gameplay Questions / Re: Armor, weapons and demonstrations
« on: November 21, 2013, 03:38:43 pm »
OK, I decided to do a bit more science. I decided to start a fresh embark and create 3 squads of 2 dwarfs each:
1) "teach+skill" 5 points teach plus 5 points in dodge or armour
2) "teach" 5 points teach only
3) "skill" 5 points in dodge or armour only
I used all dwarves to get a barebones fortress going. Training started 11 slate (mid-spring) with wooden shields and woorden training axes, no armour.
stats for 18 timber (caravan arrived and paused the game)

For me these results are enough to prove some points, so I'm stopping the experiment here.
Results:
- axe, fighter, and shield user are all learned more quickly "from scratch" with teachers. There is probably a reinforcing cycle of sparring and teaching going on; or sparring is somehow more effective with a teacher (but I doubt that)
- Armour user is not learned without armour (duh)
- dodge is not aided by teacher, the squad without starting dodge is at 2/2, the unskilled dodgers in the other squads did learn some dodging but teaching had slight negative effect (5/0 -> 5/3 instead of 6/4)
- (and suprisingly: migrants that are not allowed into the fortress can get quite upset about it.)
Recommendations:
- It is quite beneficial to embark with full teacher points for military dwarfs. This will probably also help get new recruits up to speed faster.
- There is no real need to embark with fighter, weapon skills, or shield user. there are all learned on the job pretty quickly.
- If you have the points and slots to burn, embarking with dodge is a good idea as that is neither learned nor taught very quickly (training without shields+armor might help here but should be done with caution)
If I get to do another !!science!! session, I will have a look at armour training/teaching; at the effect of having good teachers to lead new squads; and at marksman / crossbowman.
Questions:
- Is there a way to start with more dwarfs and/or to make time go faster?
1) "teach+skill" 5 points teach plus 5 points in dodge or armour
2) "teach" 5 points teach only
3) "skill" 5 points in dodge or armour only
I used all dwarves to get a barebones fortress going. Training started 11 slate (mid-spring) with wooden shields and woorden training axes, no armour.
Spoiler (click to show/hide)
stats for 18 timber (caravan arrived and paused the game)

For me these results are enough to prove some points, so I'm stopping the experiment here.
Results:
- axe, fighter, and shield user are all learned more quickly "from scratch" with teachers. There is probably a reinforcing cycle of sparring and teaching going on; or sparring is somehow more effective with a teacher (but I doubt that)
- Armour user is not learned without armour (duh)
- dodge is not aided by teacher, the squad without starting dodge is at 2/2, the unskilled dodgers in the other squads did learn some dodging but teaching had slight negative effect (5/0 -> 5/3 instead of 6/4)
- (and suprisingly: migrants that are not allowed into the fortress can get quite upset about it.)
Recommendations:
- It is quite beneficial to embark with full teacher points for military dwarfs. This will probably also help get new recruits up to speed faster.
- There is no real need to embark with fighter, weapon skills, or shield user. there are all learned on the job pretty quickly.
- If you have the points and slots to burn, embarking with dodge is a good idea as that is neither learned nor taught very quickly (training without shields+armor might help here but should be done with caution)
If I get to do another !!science!! session, I will have a look at armour training/teaching; at the effect of having good teachers to lead new squads; and at marksman / crossbowman.
Questions:
- Is there a way to start with more dwarfs and/or to make time go faster?




