Under the current version, there is a spilt between labors and skills as defined in the raws, yet there exist little in the way of functional differentiation between them. For example you have the labor [ANIMAL_TRAINER] and the skill [ANIMAL_TRAIN]. The problem I see with this is that the skills are too generic and they do not behave in a way that allows a dwarf who is skilled and knowledgable in one thing to apply that skill and knowledge to a related but different task. For example, an engraver should have enough skill at working stone to be able to work with some degree of proficiency as a mason, and certainly should have an advantage over the carpenter attempting to work as a mason.
This suggestion would tackle the topic of labors and skills separately, by viewing them in different lights. A skill would be viewed as the basic building block of performing an action, while the labor would be viewed as the sum knowledge and proficiency of taking all of the known relevant skills and applying them to that specific application.
There is already an example of how this is done in the way that the military and social skills are handled. For a combat dwarf, there is a generic class of combat that they are being pigeonholed into, such as spear dwarf, mace dwarf, etc, and a broader group of skills that are applicable to the combat in general, such as biting, armor use, shield use, biting, kicking, and dodging. We also already see crossover application between civilian and military skill usage in the cases of woodcutter, miner, and hunter. This suggestion would expand on that functionality, and extend it to include all labors and skills within the DF world.
For example:
There would be a base set of skills, for instance:(You will notice that many of these exist in some form already)
- Engraving
- Carving
- Sculpting
- Smoothing
- Designing
- Hammers
- Chisels
- Punches
- Axes
- Hatchets
- Husbandry
- Short Blades
- Long Blades
- Spears
- etc etc etc
From these, your classic job assignments would have skill sets based on the item being crafted or the job assigned. For example, creating blocks in the masonry shop would increase the masonry skill as well as chisel use and smoothing, while building a chair would increase the masonry skill along with designing, chisel use, and scultpting. Engraving a wall would increase chisel use, designing, and engraving. The net effect would be that a dwarf who is used for Engraving your halls and smoothing your floors would be able to apply some of that same knowledge to learning how to craft furniture for your fort. The same would be applied to any number of things. A dwarf working in the farmer's workshop milking cows would get bumps to their Husbandry skill that would carry over if you decided to use them as an animal handler or trainer.
This would, if implemented correctly, have several far reaching effects in the game. First, it would change the dynamic of how dwarfs are trained. While it would be possible to get a legendary mason by having him make doors for five years, better results would be achieved by spreading his time around between various tasks. This more accurately reflects the vary real difference between a person who has made doors for five years and a person who has spent those same five years learning every aspect of stone and how to work it. By having different reactions use different groups of skills, you also make it so that being Urist McAwesomeDoorMaker does not equate to being Urist McLegendaryMason.
The same could be done for practically every skill in the game. In short, I am looking to create a fundamental shift in perspective by differentiating the atomic skills from the broader implementation and use of those skills. This is very similar to, for example, mathematics, in real life. Mathematics is a specific skill set(you could argue that it is a collection of skills itself, but that is beside the point), it doesn't directly dictate that you would be good at anyone thing other than mathematics. Yet, the more skill you have in mathematics the more skill you will have in any profession or trade that relies on mathematics(Architecture, business, navigation, engineering, etc etc etc). More to the point, each of those professions uses the same skills in slightly different ways. So the profession, or labor in this case, becomes a measure of how well the dwarf can apply a set of skills to a specific task.
As an additional note, this would also open the door for a much greater variety of skills without a necessary increase in the number of professions. For example, Mathematics could easily become a skill that is used by Architects, Managers, Book Keepers, Jewelers, Masons, Seige Operators, Mechanics, and Engineers. Any number of skills could be added in this way to add more depth to the civilizations and individual members of the civilizations alike. Bonus points if the overall level of skill is measured by civ as well as by individual, so that the higher the civ level the higher the cap on the individual and the faster the individual progresses. This would be akin to what has been implemented with Animal Training already, but applied across the board to all skills.