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Editing 23a:Cross-training

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The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanic]]s, and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.
 
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanic]]s, and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.
  
Since some of these dwarves may be working outside, one variation includes designating them with the [[woodcutting]] [[labor]], so they will carry [[battle axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war [[dog]]s to these outdoor-engineers is another good plan. (Whether or not to then train them as (reservist) axedwarves is up to you)
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Since some of these dwarves may be performing construction outside, one variation includes designating them with the [[woodcutting]] [[labor]], so they will carry [[battle axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war [[dog]]s to these outdoor-engineers is another good plan. (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)
  
 
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be "[[on break]]" at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.
 
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be "[[on break]]" at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.
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:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.
 
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.
 
:* 2) Blocks can be used in building bridges, roads, and aqueducts.  What was the Corps' first job?  Building, of course!
 
:* 2) Blocks can be used in building bridges, roads, and aqueducts.  What was the Corps' first job?  Building, of course!
:* 3) Blocks make higher-value buildings than normal stone, contributing more to the fortress's wealth.
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:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become "Rough (rock) (construction)", while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.
 
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.
 
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.
 
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.
 
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.
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After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few buildings need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.
 
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few buildings need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.
  
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now "need masonry"), ''un''-designate them ({{k|t}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.   
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The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now "need masonry"), ''un''-designate them ({{k|t}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.   
  
 
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''
 
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''

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