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DF2012:Cross-training

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v0.34.09 · v0.31.25 · v0.28.181.40d · v0.23.130.23a
This article is about the current version of DF.

Cross-training is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.

There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.

Contents

[edit] Cross-training (starting a reserves program)

The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something "just for a little while" and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a reserves program, typically. Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat. You might not have that much time if you are getting sieges regularly.

[edit] Different Programs:

[edit] Gym (pump operator)

The Gym is the most basic sort of reserves program; it merely consists of building a bunch of screw pumps connected to nothing in a room that's close to food, beds, and drink. After the pumps are built, order them to be pumped manually, then turn on pump operating for your reservists.

Pros:

Cons:

Attributes Trained:

Strength, Toughness, Endurance, Willpower, Kinesthetic Sense

[edit] Artillery proving ground (siege operator)

Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).
Pros:

Cons:

Attributes Trained:

Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense

[edit] Internship MkII (manager)

Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make Soap".
Pros:

Cons:

Attributes Trained:

Analytical Ability, Memory, Focus

[edit] Gulag (miner)

The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress). Take a big square and start leveling it; it's really no more complicated than that. Since picks can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of bronze, or, if you are really living large, iron or even steel. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining burrows for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.
Pros:

Cons:

Attributes Trained:

Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense

[edit] Renovation (stone detailing)

Another convenient way to buff up your dwarves, assigning your reservists to mass stone detailing duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of food, beds or drink. Just turn on stone detailing for your reservists and mark up as much of the fortress as you like for renovation.
Pros:

Cons:

Attributes Trained:

Agility, Creativity, Spatial Sense, Kinesthetic Sense

[edit] Sweatshop (mason)

Make one or more mason's workshops in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for sweatshops include a mechanic's workshop, craftsdwarf's workshop, magma kiln, or a magma glass furnace to train mechanic, stonecrafter, potter and glassmaker respectively. Note: Do NOT try this with the carpenter skill unless you have a large supply, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes coke or charcoal used in the normal (non-magma) glass furnace.
Pros:

Cons:

Attributes Trained:

Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense

[edit] Dwarf Powered Mill (grower, cook, miller)

Start off by creating a surplus of longland grass, cave wheat, and/or whip vine and some bags. Create multiple quern all close to the food stockpile which contains the millable plants. Next to this area make a kitchen assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.
Pros:

Cons:

Attributes Trained:

Strength, Agility, Endurance, Kinesthetic Sense (grower and miller)

Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)

[edit] Clear Cutting

As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back. On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.

Of course, this training strategy isn't going endear you with the elves.

Pros:

Cons:

Attributes Trained:

Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense

[edit] Dwarf Scouts (ambusher, hunter, marksdwarf)

Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do: Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.

Pros:

Cons:

Attributes Trained:

Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)


[edit] Charm School (Social skills)

(Note: Inspired by milaga's Real Wagon experiment, details of this technique are still being investigated.) This approach is less useful in the new version, as social skills will only produce "Soul" attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).

Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &c. skills.

Pros:

Cons:

[edit] National self-defense training

Note: with the new military system, proper self-defense training is somewhat more complicated to set up, but allows much more effective reservist training once it's running. Make sure you're familiar with the Scheduling system before attempting this.

This is the process of training all your civilians in a basic military skill - or at least, most of them. Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought. The easiest way to do this is to assign every new migrant to dedicated training squads, and assign that squad a barracks. Then, schedule these squads to Train one or more months in the year, and set all other months to "No Scheduled Order". Then go to the Squads menu and set the squad to "Active/Training". One month in six or one month in 12 will ensure skills don't get too rusty, as well as ensuring all dwarves reach a basic level in soldiering. To increase the rate at which dwarves gain skills, you can place one experienced soldier in each squad, which will make demonstrations much more valuable. It is worth setting the "Train" order in the schedule to less than 10 minimum; this allows dwarves to take time out to eat, drink, sleep...

Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the control room - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarves will now go to "Individual Combat Drill" rather than standing around timewasting.

Note: if you're feeling cheap, training squads can be set to "No Uniform". This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields and leather armour, as this will allow dwarves to gain the shield user and armour user skills.

[edit] Overview

Note that the artillery training and internship don't take away strange mood potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.



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