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Editing 40d:Cross-training

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*Works quickly
 
*Works quickly
 
*Trees regrow
 
*Trees regrow
*Provides useful lumber to carpenters, charcoal makers, etc.
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*Provides useful lumber to carpenters, charcoal makers, etc  
 
*Can cause problems with elves
 
*Can cause problems with elves
 
'''Cons:'''
 
'''Cons:'''
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====National self-defense training====
 
====National self-defense training====
This is the counterpart to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  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 [[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.
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This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  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 [[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.
  
 
===Overview===
 
===Overview===
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Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.
 
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s, [[moat]]s, and above-ground bunkers need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to a possible [[ambush]] or dangerous [[creature|predator]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.
  
The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full-time.
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The incredible amount of effort required to complete full defensive preparations on many maps (even building a single-floor above ground bunker can take multiple seasons of full-time effort) means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.
  
 
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.
 
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.
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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 these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labor]], so they will all carry [[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.)
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Since these dwarves may be performing a lot of construction outside, one variation includes designating them all with the [[woodcutting]] [[labor]], so they will all carry [[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 reassigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.
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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.
  
 
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use "[[Engineer]]", because that is an existing (and different) profession. Some suggestions for custom ranks are "Reserves," "Multi", "Corps Engineer", "CE", or some other profession or abbreviation that makes sense to you.
 
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Don't use "[[Engineer]]", because that is an existing (and different) profession. Some suggestions for custom ranks are "Reserves," "Multi", "Corps Engineer", "CE", or some other profession or abbreviation that makes sense to you.
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===The payoff===
 
===The payoff===
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3-year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.
+
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.
  
 
===Non-professionals===
 
===Non-professionals===
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc.) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].
+
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].
  
 
===Role in your military===
 
===Role in your military===

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