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40d:Grower

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Revision as of 17:54, 1 June 2010 by Quietust (talk | contribs)
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Skill: Grower
Association  
Profession Template:L
Job Title Planter
Labor Farming (Fields)
Tasks
  • Plant Seeds
  • Harvest
  • Fertilize
  • Construct farm plot
Workshop
None
This article is about an older version of DF.

Grower is the Template:L for use with the Template:L Template:L, which allows a dwarf to plant Template:Ls and Template:Ls, both above ground and underground. A high level of growing skill allows a dwarf to plant seeds at a faster rate and also results in larger stacks of Template:L at harvest, increasing Template:L output significantly. A single Template:L grower can easily outproduce several dabbling ones. Grower should be strongly considered to be included in the skills of your starting dwarves to help produce food early on to keep your dwarves fed and to attract migrants.

A dwarf who has Grower as their highest skill will usually have the profession of Planter, unless they have other Template:L category skills at levels approaching their grower skill - then they'll have the profession of Farmer. (The exact formula for this is not known.)

A highly skilled grower not only increases raw food output, but also improves overall food production efficiency to a massive extent, since Template:Ls, Template:Ls, and Template:Ls perform tasks with a single Template:L at a time. This has the effect of a huge multiplier on several Template:Ls, and also of making storage more efficient. For example, to get 25 booze, brewing five stacks of Template:L [1] requires five visits to farm plots to store those 5 1-stacks in stockpiles, five trips to haul them to the Template:L, five trips to haul five barrels, five brewing tasks, and will make five separate "stacks" of Template:L [5] requiring five separate Template:Ls stored on five separate tiles - and then 5 tasks to replant seeds in the farm plots, and 5 times the size of the plots needed! And that doesn't include all the tasks involved in making and storing those extra barrels or storing the seeds for planting. On the other hand, a single stack of plump helmet [5] can be brewed all at once into the same amount of dwarven wine [25], using a single barrel, hauled away in one task, and stored on a single tile. High-skilled growers can potentially save over 30* trips/tasks per single plant product, making your fort significantly more efficient. The impact this has on your overall labour force and fortress cannot be over-emphasized.

(* save a difference of 4 to harvest to stockpiles, 4 to haul to the still, 4 for hauling barrels, 4 brewing, 4 hauling booze, 4 hauling seeds, 4 to replant = 28 tasks; and that doesn't include cutting and hauling the wood and then making and storing the 4 extra barrels per stack.)

If you leave the "All Dwarves Harvest" option on (in the orders menu), all dwarves, even Template:Ls and Template:L, will harvest when needed and gain experience in Grower. (The only exceptions are soldiers and babies.) The size of the stack harvested is not affected by skill level. However, your dedicated growers (who are doing the planting!) will gain skill in growing more slowly because other dwarves are performing this task, sharing the Template:L, and then doing nothing with the increased skill.

If you turn on "Only Farmers Harvest", a single dedicated Proficient Grower can easily handle all the farming needs of a young to middle-stage fortress, especially if the farm plots, kitchens, farmers workshop, food storage (raw and prepared) and Template:L are all located close to each other - as they should be. Depending on the size of your farm industry, a dedicated grower who starts at Proficient can easily achieve Accomplished (5 ranks higher) by the end of the first year, and that one dedicated farmer can easily harvest all the food necessary for a fortress approaching 100 dwarves - ~if~ the stacks are large, and they will be if you have one dedicated grower.

Note: If your setting is "Only Farmers Harvest" and your lone Grower dies, is injured or otherwise occupied, your other dwarves will not harvest the plants, and they will rot in the fields, leaving no seeds. If you see crops piling up in the plots, check your Grower(s), and possibly turn the option back on until you have resolved the problem.

Miner
Woodworker
Stoneworker
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Farmer
Fishery worker
Metalsmith
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Craftsdwarf
Engineer

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Other/Peasant
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