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Editing v0.34:Cross-training
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There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas. | There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas. | ||
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==Cross-training (starting a reserves program)== | ==Cross-training (starting a reserves program)== | ||
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====Gym ([[pump operator]])==== | ====Gym ([[pump operator]])==== | ||
− | The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]]. After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists | + | The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]]. After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists. |
'''Pros:''' | '''Pros:''' | ||
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*Inactive marksdwarf squads can operate pumps to cross-train and be activated at a moment's notice - boost attributes without using bolts. | *Inactive marksdwarf squads can operate pumps to cross-train and be activated at a moment's notice - boost attributes without using bolts. | ||
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices. | *If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices. | ||
− | + | '''Cons:''' | |
− | '''Cons:''' | ||
*Generates nothing useful other than the increased attributes of the trainee. | *Generates nothing useful other than the increased attributes of the trainee. | ||
− | *If you have any pumps around that | + | *Tons of cancel job spam. Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see "Urist McScrewpumper cancels Operate Pump: Exhausted." |
− | + | *If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful. | |
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====Artillery proving ground ([[siege operator]])==== | ====Artillery proving ground ([[siege operator]])==== | ||
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'''Pros:''' | '''Pros:''' | ||
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines. | *Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines. | ||
− | *Harasses the wildlife, which is always fun | + | *Harasses the wildlife, which is always fun.<br> |
'''Cons:''' | '''Cons:''' | ||
*Very slow to train (2+ years for legendary). | *Very slow to train (2+ years for legendary). | ||
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*Can be dangerous depending on the biome (especially when [[elephant]]s are present. If they get winged by a stray boulder, you can bet they're going to be coming straight at you). | *Can be dangerous depending on the biome (especially when [[elephant]]s are present. If they get winged by a stray boulder, you can bet they're going to be coming straight at you). | ||
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them. | *[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them. | ||
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====Internship MkII ([[manager]])==== | ====Internship MkII ([[manager]])==== | ||
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*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily. | *No announcement when the current intern reaches Legendary status means you can lose time on rotation easily. | ||
*Produces little to no useful attribute gains | *Produces little to no useful attribute gains | ||
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====Gulag ([[miner]])==== | ====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 [[pick|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 [[burrow]]s 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.<br> | 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 [[pick|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 [[burrow]]s 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.<br> | ||
'''Pros:''' | '''Pros:''' | ||
− | *Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defence from early threats | + | *Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly-skilled miners can provide a decent defence from early threats |
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important. | *Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important. | ||
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals. | *Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals. | ||
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*Can be dangerous, depending on the biome. | *Can be dangerous, depending on the biome. | ||
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly. | *Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly. | ||
+ | *Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits. | ||
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]]. | *Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]]. | ||
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====Renovation ([[stone detailing]])==== | ====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]], [[Bed|beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation | + | 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]], [[Bed|beds]] or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.<br> |
'''Pros:''' | '''Pros:''' | ||
*Even easier to set up; just assign your dwarves and an area and you're good to go. | *Even easier to set up; just assign your dwarves and an area and you're good to go. | ||
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'''Cons:''' | '''Cons:''' | ||
− | *Wealth overflow may bring too many [[ | + | *Wealth overflow may bring too many [[immigrants]]. |
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing. To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving. | *Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing. To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving. | ||
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]]. | *Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]] or a [[river]]. | ||
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See economy article, it won't turn on yet | See economy article, it won't turn on yet | ||
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====Sweatshop ([[mason]])==== | ====Sweatshop ([[mason]])==== | ||
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*Can be dangerous depending on the biome and location of your sweatshops. | *Can be dangerous depending on the biome and location of your sweatshops. | ||
*Note also that stone blocks cannot be made into furniture or stone crafts. This may or may not be an issue depending on where you're putting your gulag. | *Note also that stone blocks cannot be made into furniture or stone crafts. This may or may not be an issue depending on where you're putting your gulag. | ||
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====Dwarf Powered Mill ([[grower]], [[cook]], [[miller]])==== | ====Dwarf Powered Mill ([[grower]], [[cook]], [[miller]])==== | ||
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*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers | *If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers | ||
*Dedicated haulers will be required to keep all workshops clutter free | *Dedicated haulers will be required to keep all workshops clutter free | ||
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====Clear Cutting==== | ====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. | 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 | + | Of course, this training strategy isn't going endear you with the elves. |
'''Pros:''' | '''Pros:''' | ||
*Works quickly | *Works quickly | ||
*Trees regrow | *Trees regrow | ||
− | *Provides useful lumber to carpenters, charcoal makers, etc | + | *Provides useful lumber to carpenters, charcoal makers, etc |
*Can cause problems with elves | *Can cause problems with elves | ||
'''Cons:''' | '''Cons:''' | ||
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*Map dependent | *Map dependent | ||
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes. | *Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes. | ||
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====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])==== | ====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])==== | ||
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*Doesn't work on some maps. | *Doesn't work on some maps. | ||
*Hunting is dangerous! | *Hunting is dangerous! | ||
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*Not as economically productive as some other methods. | *Not as economically productive as some other methods. | ||
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====Charm School ([[Social skill|Social skills]])==== | ====Charm School ([[Social skill|Social skills]])==== | ||
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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 [[Lever|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. | 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 [[Lever|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 | + | 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. |
===Overview=== | ===Overview=== |