Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Skill advancement oddities.  (Read 1499 times)

MickEfinn

  • Bay Watcher
    • View Profile
Skill advancement oddities.
« on: December 07, 2007, 12:58:00 pm »

Anyone notice that grabbing ONE proficient miner for the beginning is nowhere near as good as having 7 novices with 7 copper picks?
I had them buggers dig out a large-ish starting fortress with rooms, dining room, workshops, offices, and large storage areas (complete with little excess stone) in under midsummer. And they were all proficient or higher. And this is in granite n' limestone.

my new diggin' build;

novice miner + Proficient Job + Skilled Job
for everyone.

and 7 picks.

Anyone else notice that skills are increasing a tad faster than previous?
Are generalists for basic Fort construction the way of the future?
Will our dwarfs soon be wearing aluminum clothing?
I ask you this.


EDIT: and then I see mining Death squad...
Typical, always lagging behind on the latest trends I am.

[ December 07, 2007: Message edited by: MickEfinn ]

Logged