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Editing v0.34:Manager

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==Relevant Skills==
 
==Relevant Skills==
A certain set of skills are relevant for any Manager. Furthermore, certain [[Personality trait|personality traits]] influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attribute’s cross-training. The ones relevant for a Manager are as follows:
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A certain set of Skills are relevant for any Manager. Furthermore, certain [[Personality trait|Personality Traits]] influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|Soul Attributes]] that affect the Skills, and other Skills that affect the same Attribute’s Cross Training. The ones relevant for a Manager are as follow:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
|- style="background:#ddd"
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==Office==
 
==Office==
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice.
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A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice until a more permanent, dedicated location can be designated.
  
 
To set up a dwarf to be the manager and give him an office:
 
To set up a dwarf to be the manager and give him an office:
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#Your work order will appear in the list. You can remove it or raise its priority.
 
#Your work order will appear in the list. You can remove it or raise its priority.
  
If there are at least 20 dwarves total then the manager will need to go to his office to "validate" each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).
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If there are more than 20 dwarves total then the manager will need to go to his office to "validate" each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).
  
 
To see if an order is approved, check the manager screen — approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.
 
To see if an order is approved, check the manager screen — approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.
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==Disadvantages==
 
==Disadvantages==
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ''all'' of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.
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A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ALL of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.
  
 
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.
 
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.
  
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. To circumvent this, one solution is to fill a workshop with repeat or suspended tasks to prevent it from accepting manager orders.
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A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops, even if you want the different workshops to be dedicated to different tasks. A workaround for this is to fill a workshop with repeat or suspended tasks to prevent it from accepting manager orders.
  
 
{{Nobles}}
 
{{Nobles}}
 
{{Category|Appointed Nobles}}
 
{{Category|Appointed Nobles}}
 
{{Category|Interface}}
 
{{Category|Interface}}

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