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Editing v0.34:Quickstart guide/Migrants
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Whenever migrants arrive, it's important to make sure they have useful labors enabled (utilities such as Dwarf Therapist or DFHack can help with this). | Whenever migrants arrive, it's important to make sure they have useful labors enabled (utilities such as Dwarf Therapist or DFHack can help with this). | ||
* If you have any new [[farmer]]s, you'll probably want to enable {{DFtext|Farming (Fields)}} (growing), unless they're highly skilled in brewing or you already have several growers. Once you have a skilled brewer and some skilled growers, you can disable those labors for your original 7 dwarves (as long as the migrants are more skilled – skill levels are listed [[skill|here]] and can be seen with {{k|v}}-{{k|g}}). | * If you have any new [[farmer]]s, you'll probably want to enable {{DFtext|Farming (Fields)}} (growing), unless they're highly skilled in brewing or you already have several growers. Once you have a skilled brewer and some skilled growers, you can disable those labors for your original 7 dwarves (as long as the migrants are more skilled – skill levels are listed [[skill|here]] and can be seen with {{k|v}}-{{k|g}}). | ||
− | * If you have any [[peasant]]s, it's entirely up to you which labors to enable. Enable growing if you feel that you need more farmers, or maybe enable brewing and set up another still. You can also make them into an [[engraver]] and start smoothing areas of your fort to make them look prettier | + | * If you have any [[peasant]]s, it's entirely up to you which labors to enable. Enable growing if you feel that you need more farmers, or maybe enable brewing and set up another still. You can also make them into an [[engraver]] and start smoothing areas of your fort to make them look prettier. |
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