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Author Topic: job management  (Read 6695 times)

Hanslanda

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Re: job management
« Reply #15 on: May 02, 2012, 02:28:48 pm »

Its the difference between 'Urist McLegendarySworddwarf is Tantrumming' and 'Urist McLegendarySworddwarf has had a truly decadent drink lately.'

I personally just assign dwarfs to labors they have skill in, then when my idlers get high, I dig something out and order them to dump the stone.  Idle that.  :P I don't use DT, IMO it seems clunkier than just assigning labors when migrants arrive. Its like paperwork, keep up on it and you're fine, get behind and you're screwed.
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Loud Whispers

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Re: job management
« Reply #16 on: May 02, 2012, 03:05:31 pm »

With Dwarf Therapist I could manage many more than my computer allows me to do. Without DT - only small fortresses.

Yeah... I've never used DT before. Assign all labours upon migrants when they arrive. Take pride in the profession they will live and die with!!

Per 100 Dwarves
8-12 miners. 14-40 if I'm undertaking large projects.
4-6 woodworkers.
10-15 various craftsdwarves and designated farmers.
Nobles come as they go, and more specialized labours are assigned as needed.
Everyone has masonry enabled, and everyone is in the military, with the exception of Dwarves which are vital to the sustenance of the fort (doctors, some farmers and specialized Dwarves).

zach123b

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Re: job management
« Reply #17 on: May 02, 2012, 06:25:10 pm »

yea i was looking for the "5-10 miners per 100" cause i have trouble with idlers :-\
and why i usually have a pop cap of 8

thanks for the replies :D
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Saiko Kila

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Re: job management
« Reply #18 on: May 03, 2012, 01:25:00 am »

Yeah... I've never used DT before. Assign all labours upon migrants when they arrive. Take pride in the profession they will live and die with!!

Without DT is is hard to get "IDLE:0" all the time. Also, I prefer my specialists to random specialists. I do not trust RNG, over half of my artefacts were made by possessed dwarves.
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Himmelblau

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Re: job management
« Reply #19 on: May 03, 2012, 04:02:50 am »

I'm very lazy about idlers. In a large fort I usually have 50-60 of them, with the number dropping to near zero when deforesting or cleaning up sieges. I like to have items hauled and furniture built immediately.

Occasionally I pick a squadful of recruits to serve as goblinfodder, or turn on masonry to whoever is in the meeting area when I'm building something. Yeah, I've never used Dwarf Therapist :P Probably could try that sometime.
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Loud Whispers

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Re: job management
« Reply #20 on: May 03, 2012, 02:30:28 pm »

Yeah... I've never used DT before. Assign all labours upon migrants when they arrive. Take pride in the profession they will live and die with!!

Without DT is is hard to get "IDLE:0" all the time. Also, I prefer my specialists to random specialists. I do not trust RNG, over half of my artefacts were made by possessed dwarves.

Specialists to random specialists? o-o (Also RAWR on that 0 idleness-I wouldn't consider it hard at all to give Dorfs jobs without DT)

Also, you may have missed the concept of assigning labours at arrival... RNG has very little to say when it comes to it.

i2amroy

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Re: job management
« Reply #21 on: May 03, 2012, 03:01:37 pm »

And then...
EXPERT: Has every workshop labor where quality matters.  Brewing to weaving.  No hauling.  I use workshop profiles to make sure the mason does masonry, the brewer brews, and so on.  The experts get nicknames like "Brewer".
Quality matters in brewing?
Quality doesn't matter in brewing. There is no "hidden" quality modifier regardless of what many people believe. The subject has been very thoroughly !!SCIENCED!! by many, including both myself and Quietust. If I remember correctly this:
Its the difference between 'Urist McLegendarySworddwarf is Tantrumming' and 'Urist McLegendarySworddwarf has had a truly decadent drink lately.'
is mostly random, with small influences being given if the dwarf likes the particular booze in question as well as another boost if the booze was brewed in your fortress as opposed to being imported.
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Count Dorku

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Re: job management
« Reply #22 on: May 03, 2012, 04:15:39 pm »

Does skill level increase brewing speed?

As for the question, my fort typically has random amounts of everything. When the structural prep tasks start winding down, I typically begin mass-engraving large areas, clearing all the stone out of my food storage expansion, and churning out a truly obscene number of A Present From Adilthoth mugs. Typically those who reach considerable expertise in a job get others turned off, with the exception of food hauling.
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i2amroy

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Re: job management
« Reply #23 on: May 03, 2012, 04:34:59 pm »

Does skill level increase brewing speed?
Yes. Higher skill levels increase the speed of whatever task they apply to in all cases. I find that if you mass enable brewing and have 2-3 stills then you can crank out just as much booze though, with the benefit of keeping a few more idlers busy. (And as your peasants get more skilled you can actually produce more booze, after a couple of years all of my peasants end up being competent brewers and engravers.
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micha

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Re: job management
« Reply #24 on: May 05, 2012, 12:55:43 pm »

yea i was looking for the "5-10 miners per 100" cause i have trouble with idlers :-\
and why i usually have a pop cap of 8

thanks for the replies :D


build pumps for the idlers.
rows and rows of pumps.
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Garath

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Re: job management
« Reply #25 on: May 06, 2012, 02:49:41 am »

I was so happy I had 40 idlers, as I decided to just smash the crap I usually trade to the caravans. The only interesting stuff is from the elf caravan with the savage creatures and the occasional diamond from the dwarf caravan. Oh, and clothing, but I got too much stuff I'll never trade because I have other trade goods. Well, long story short: I have a lot of stuff to be moved. I am HAPPY with idlers, who I call haulers.
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Iapetus

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Re: job management
« Reply #26 on: May 08, 2012, 01:46:16 pm »

I've never used Dwarf Therapist.  (Maybe I should, but that's a different issue).

I'm still experimenting with the best proportion of jobs, but my general method of assigning them is as follows:

All new imigrants are inspected
* Those with easy to fulfil mandate preferences are given a nickname/profession name to indicate what noble position they should be put in when available.
* Those that are weak are nicknamed "cop" and put in the guard when needed/available.
* Those that are compassionate (and preferably weak as well) are made sherrif/guard captain
* Those with desirable moodable skills are put to work in that profession, unless I have enough of them already, in which case taht job is disabled and they are put to work in a non-moodable profession (usually farming or health care).
* Those without moodable skills are either:
 - given a moodable job relating to their preferences (e.g. bed-lovers become carpenters, steel-lovers become weaponsmiths, bolt-lovers become wood&bone carvers or metalcrafters)
 - ditto, but also given a non-moodable job, and have their moodable labor disabled once they are dabbling
 - made miners, masons, engravers, or a combination (I usually have at least one dedicated miner and one dedicated mason; as my workforce expands I add dedicated engravers, and multi-role miner/stoneworkers)
* Those with less desirable moodable skills are either:
  - if they have military skills, nicknamed/profession named accordingly, and drafted into the military
  - if they have good military abilities (but not skills) nicknamed "draft me", and used to make up squad numbers (or put in the lasher squad) as needed 
  - if they have good preferences for a more desirable moodable skill, and could quite quickly overtake their existing skill, then they are made to do that one instead
  - otherwise, treated as those without moodable skills.

I usually start off with (almost) everyone with all hauling labors enabled.  As the workforce expands, I disable them on dwarves with jobs I either need done constantly or at short notice.  (This is where I probably ought to be using Dwarf Therapist).
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Stefrist

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Re: job management
« Reply #27 on: May 08, 2012, 02:12:52 pm »

Got a 226 pop fort here, where 157 are old enough to do work.

I do use Dwarf Therapist to define the main labor dwarves and give them general nicknames like Mason, Stone, Farmer etc.

Of all these general jobs I currently have the following: (These dwarves should level up to increase speed/quality/quantity(crops))

2 Brewers (should add 1 soon, trade keeps increasing the stockpile for now)
1 Broker (keep aside noble)
1 Butchtanner
2 Carpenters
1 Clothier (should add more, unhappy cloth thoughts are getting common)
1 Cook (quality food matters)
2 Detailers (nice engravings in public rooms is a good plus)
10 Farmers (orders : only let farmers harvest, will get idle in winter time)
1 Leather (same as clothier, but I'm doubting wether they will use leather clothing as default)
1 Manager (keep aside noble)
4 Masons (I need those 250 cabinets and coffers finished + quality is good)
3 Stonecrafters (fasters pots + more expensive tradeware)
1 Weaponsmith (quality is good)
1 Armorsmith (quality is good)
2 Woodburners/Furnace (don't have magma and a lot of wood + carpenters multitask)
2 Woodcutters (legendary and there will be no more forest)
30+ Military (nicknamed "1", "a" etc)

To come:
1 Head medics (may be idle)
2/3 Hospital workers (may be idle)
1 Soap
1 Lye maker
1 Metal/blacksmith (depending on the workload)

Some other jobs like Mechanics I sometimes use dedicated people for, but commonly I'll just give 20-30 idle people the job and it'll get faster done than 2-3 proficient workers.
This and for example Architecture can give happy thoughts, when constructed by proficient workers, I compensate with the masons and smiths. (however if your fort is a bridge heaven, I would get a legendary architect).
Everyone else keeps their defaults, except if it conflicts with the predefined labors above.
I've only had 3, or 4 periods where I've had 40-60 people idle. (a lot of dumping/hauling/cleaning messes)

Without Dwarf Therapist it's possible if you take a bit more time nicknaming dwarves in-game, but you wont have the mass-enable feature for a bigger project.
I always forget nicknaming armless dwarves, so I'm mentally torturing some poor lad once in a while.
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ab9rf

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Re: job management
« Reply #28 on: May 08, 2012, 02:16:46 pm »

I've run 200 to 250 dwarf forts with almost no ongoing micromanangement.  The secret to doing this?  Autolabor, workflow, and zone.  These DFhack plugins automate almost everything; the only thing I have to do is manage animal training, deal with caravans (which amounts to selling them all my shredded clothing), and fend off the occasional goblin horde or forgotten beast.

Autolabor is the real winner here.  I barely need DT anymore, mostly just to help with the process of picking military candidates.
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Boozeanator

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Re: job management
« Reply #29 on: May 08, 2012, 02:28:26 pm »

Each of my forts only specializes in some skills. To create a specialized metal crafter I just use DT to assign a dwarf to the "ZCraftM" profession, instantly turning off every labor except metal crafting.

Everyone who is NOT specialized is a member of either the "Mil" or "Peon" professions, which contain every single labor that ISN'T being specialized in. The difference the military dwarves are military, and only do peon duties while off duty. Sometimes "Mil" has a few of the more dangerous jobs like wood hauling turned off, just to keep them a bit safer.  Peons and milidwarves should almost always be busy, but the specialized dwarves idle anytime they don't have the right job, don't want them going off to haul in dangerous areas.

Some dwarves, e.g. the bookkeeper, get the "Noble" profession which has no enabled labors.

There are no dwarves that _don't_ have a custom profession label. I use nicknames a bit for recording what dwarves might make good doctors later, as well as for marking who my nobles are.

I normally keep my pop cap and megabeast pop requirement nice and low, like 50 or 60 for the sake of FPS.

e.g. my current fort is specializing in metalworking, jewelry, and masonry (plus the obvious stuff: e.g. mining, mechanics). All the other 50 odd jobs like carpentry and wood cutting are for the peons.
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