Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Healthcare and skills  (Read 370 times)

Kogut

  • Bay Watcher
  • Next account: Bulwersator
    • View Profile
Healthcare and skills
« on: April 08, 2011, 05:54:34 pm »

Is it good idea to pump embark skills on diagnostician/surgeon/etc? How healthcare output is affected by skills?
Logged
The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Healthcare and skills
« Reply #1 on: April 08, 2011, 06:38:07 pm »

Personally, if you get injured during the first year in my embarks - you're dead meat.  But I could see putting 2 levels in one for more dangerous biomes where you expect early battles?

I normally don't pick a doctor until my 2nd or 3rd spring...
Logged

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: Healthcare and skills
« Reply #2 on: April 09, 2011, 05:03:03 am »

It certainly doesn't hurt, and you can often find that your starting seven are the most useful dwarves in the fortress for several years to come.
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!