Dwarf Fortress > DF Dwarf Mode Discussion

How do you divide labor?

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ChairmanPoo:
I divide my people into

- Stewards: farming, cooking, brewing, + as of now all the preparation labors (plant processing, weaving...) but I will pass these last ones to crafters as soon as I have enough of them.
- Crafters: smithing, all the finished goods things (clothesmaking, leatherworking, gem cutting and setting...)
- Masons: digging, carpentry, masonry, stone detailing, architecture, pump operating + as of now furnace operating (which I will give to crafters)

In adittion, I try to keep them hauling items relevant only to their social class.

twwolfe:
only real segregation i have is planters from everyone else. i keep 1 planter for every 15 dwarves. first time i've had more plants than meat.

Albedo:
You're talking "mentally"?  As sort of a way to think about them?

By their work areas, and I mean that both conceptually and geographically, because I try to keep those in step with each other.

I have my Growers/Cook/Brewer/food processors/food haulers all orbit around those workshops and stockpiles (which are all essentially either adjacent or as close as possible).

I have my metal-bangers do likewise (tho' harder to segregate specific haulers for this.) 

My masons are special* - I use a modified cross-training approach, so they end up being mason/wood-cutter/wood hauler/plant gatherer/axedwarfs, a permanently armed reserve military and a dedicated "outdoors industry" expeditionary force.

(*in a good way, and, as with all dwarves, in a short-bus way as well.)

And my "miscellaneous" - bowyers, clothiers, etc etc - they're all of a sort.  Then dedicated haulers, any who are truly "no thanks" in terms of attributes and skills.

I also (if/when possible) try to house them appropriately - either near their work or (when not) together in the dorms so I can see at a glance who's off-duty.

Elliott_Thinas:
I divide them by the possible jobs; I aim to have one of every type of job, including more obscure ones like architects, soap makers and managers. Once I have a large enough fort I try to make it so each dwarf will only have one job to carry out although earlier on there are more obscure mixes, although I tend to try to keep them within professions.

Winterbrass:
These are my custom professions:
Socialites: Peasants with no hauling duties, for obvious reasons
Labourers: Peasants with hauling duties
Undertakers: Peasants with cleaning/burial duties
Doctors: Animal Training, Animal Care, Healthcare
Guard: Self-explanatory; while not activated, as Socialites
Soldier: As guard
Cooks: Cheesemaking, Butchery, Cooking
Brewers: Brewing, Farming
Millers: Threshing, Milling, Farming
Harvesters: Plant Gathering, Farming
Carvers: Bone Carving, Woodcrafting, Stonecrafting
Watchers: Hunting, Bowyer, Trapping, Fish-related skills
Engravers: Mining, Engraving, Masonry
Architects: Mining, Masonry, Architecture
Technologists: Mining, Mechanics skills, Siege Operation skills
Smiths: Smithing skills, excluding Furnace Operator
Woodburners (for lack of a better name): Wood Burning, Furnace Operator
Alchemists: Glassmaking, Lye Making, Potash Making, Soapmaking
Carpenters: Carpentry, Woodcutting

Home-grown dwarves must max out all social skills as Socialites before they're permitted to have another profession - immigrants immediately go into the grouping that they best fit into.

I find that having Animal Training on my Healthcare specialists massively increases their survivability during sieges, as I do not use the 'Dwarves Stay Indoors' setting for any reason, ever.

I also like having multiple groups with the same skill (Mining, Farming) as even when they have "nothing to do", they still have something to do.

Also, here's a protip for those who have not heard about it yet - if you never want to see tantrums, here's what you do: for the first handful of years, have a single 1x1 meeting area. This causes a huge dwarven doggypile if there are too many of them, as all dwarves who are not doing something will cluster into a 3x3 area and happily have a huge group conversation while prone (ie, lying on top of one another or simply in standing-room only).

This maxes out social skills very, very quickly, and causes a large number of pregnancies. (Dwarves with every social skill maxed are maxed in every attribute. Good for when the Hammerer or the Goblins come a-knockin'.)

Anecdotal observation: With every dwarf being a legendary consoler or a legendary pacifier, less than approximately 5% of your population should ever be less than ecstatic - mine are either perfectly happy all the time, searching for a magma pit or a well to jump into, or dashing their many babies' skulls against pillars in a rage.
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