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Difference between revisions of "40d:Cross-training"

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{{av}}
 
{{av}}
'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[40d:attribute|attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[40d:soldier|soldier]]s have some domestic skills so they will not receive [[40d:thoughts|unhappy thoughts]] from being de-activated from the [[40d:military|military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[40d:dwarven economy|dwarven economy]] kicks in.   
+
'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra {{L|attribute}} increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your {{L|soldier}}s have some domestic skills so they will not receive {{L|thoughts|unhappy thoughts}} from being de-activated from the {{L|military}} in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the {{L|dwarven economy}} kicks in.   
  
 
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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===Different Programs:===
 
===Different Programs:===
====Gym ([[40d:pump operator|pump operator]])====
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====Gym ({{L|pump operator}})====
 
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]
 
[[Image:Pump_farm.png|thumb|right|71px|No pain, no gain.]]
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[40d:screw pump|screw pump]]s connected to nothing in a room that's close to [[40d:food|food]], [[40d:beds|beds]], and [[40d:drink|drink]].  After the pumps are built, order them to be pumped manually, then turn on [[40d: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 {{L|screw pump}}s connected to nothing in a room that's close to {{L|food}}, {{L|beds}}, and {{L|drink}}.  After the pumps are built, order them to be pumped manually, then turn on {{L|Pump operator|pump operating}} for your reservists.
  
[[40d:Toughness|Toughness]] influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.<br>
+
{{L|Toughness}} influences how tired your dwarves get.  Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves.  Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.<br>
 
'''Pros:'''
 
'''Pros:'''
 
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.
 
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.
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*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).
 
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).
 
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.<br>
 
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.<br>
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor [[40d:waterfall|waterfall]]s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!
+
*If you're really clever, you might be able to arrange your pumps so they power one or more indoor {{L|waterfall}}s.  To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls.  Remember not to dig under their feeding tubes!
 
'''Cons:'''  
 
'''Cons:'''  
 
*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."
 
*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 [[40d:well|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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*If you have any pumps around that actually DO need to be operated every so often (refilling your {{L|well}}, for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.
  
====Artillery proving ground ([[40d:siege operator|siege operator]])====
+
====Artillery proving ground ({{L|siege operator}})====
 
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).<br>
 
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).<br>
 
'''Pros:'''
 
'''Pros:'''
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[40d:siege engineer|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 {{L|siege engineer}} will doubtlessly create if you're going for superior-quality engines.
 
*Harasses the wildlife, which is always fun.<br>
 
*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).
 
*Fairly space-consuming to set up a well-designed and usable proving ground.
 
*Fairly space-consuming to set up a well-designed and usable proving ground.
*Can be dangerous depending on the biome (especially when [[40d:elephant|elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).
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*Can be dangerous depending on the biome (especially when {{L|elephant}}s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).
*[[40d:Siege operator|Siege operator]]s are civilians, and will run in fear when an enemy approaches them.
+
*{{L|Siege operator}}s are civilians, and will run in fear when an enemy approaches them.
  
====Internship ([[40d:bookkeeper|bookkeeper]])====
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====Internship ({{L|bookkeeper}})====
 
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.<br>
 
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.<br>
 
'''Pros:'''
 
'''Pros:'''
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*You need a bookkeeper anyway!
 
*You need a bookkeeper anyway!
 
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.
 
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.
*Trains outrageously fast; if the office is very close to [[40d:food|food]], [[40d:beds|beds]], and [[40d:drink|drink]], a bookkeeper can be legendary or close to it in a mere season.<br>
+
*Trains outrageously fast; if the office is very close to {{L|food}}, {{L|beds}}, and {{L|drink}}, a bookkeeper can be legendary or close to it in a mere season.<br>
 
'''Cons:'''
 
'''Cons:'''
 
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves.  
 
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves.  
 
*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.
 
*Legendary bookkeepers might leave their successor without work, losing work and experience.
 
*Legendary bookkeepers might leave their successor without work, losing work and experience.
*Is arguably an [[40d:exploit|exploit]]; some players may want to avoid it on principle.
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*Is arguably an {{L|exploit}}; some players may want to avoid it on principle.
  
====Internship MkII ([[40d:manager|manager]])====
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====Internship MkII ({{L|manager}})====
 
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make Soap".<br>
 
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make Soap".<br>
 
'''Pros:'''
 
'''Pros:'''
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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.
 
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.
 
*Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.
====Gulag ([[40d:miner|miner]])====
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====Gulag ({{L|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 [[40d:pick|pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[40d:iron|iron]], or, if you are really living large, [[40d:steel|steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.<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 {{L|pick}}s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of {{L|iron}}, or, if you are really living large, {{L|steel}}.  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.<br>
 
'''Pros:'''  
 
'''Pros:'''  
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[40d:speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[40d:marksdwarf|marksdwarves]], who are forced to use the [[40d:hammerdwarf|hammerdwarf]] skill in melee, which they may not even have.  
+
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of {{L|speardwarf|speardwarves}}, who have a habit of losing their weapons in an enemy, or {{L|marksdwarf|marksdwarves}}, who are forced to use the {{L|hammerdwarf}} skill in melee, which they may not even have.  
*Toting a pick for close-quarters support might make a legendary [[40d:marksdwarf|marksdwarf]] more useful, since the pathetic bludgeon damage of his [[40d:wood|wood]] and [[40d:bone|bone]] [[40d:crossbows|crossbows]] are less important.
+
*Toting a pick for close-quarters support might make a legendary {{L|marksdwarf}} more useful, since the pathetic bludgeon damage of his {{L|wood}} and {{L|bone}} {{L|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.
 
*Levels quite fast in sand.
 
*Levels quite fast in sand.
 
*Relatively little oversight from you.
 
*Relatively little oversight from you.
*An overland hike to the gulag will fight [[40d:cave adaptation|cave adaptation]] in your military candidates.
+
*An overland hike to the gulag will fight {{L|cave adaptation}} in your military candidates.
*Can easily be transformed into a [[40d:Tower-cap#Underground_tree_farms|tower-cap farm]] on suitable maps, providing a safe and replenishable wood source.<br>
+
*Can easily be transformed into a {{L|Tower-cap#Underground_tree_farms|tower-cap farm}} on suitable maps, providing a safe and replenishable wood source.<br>
 
'''Cons:'''
 
'''Cons:'''
 
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.
 
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.
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*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.
 
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.
  
====Renovation ([[40d:stone detailing|stone detailing]])====
+
====Renovation ({{L|stone detailing}})====
Another convenient way to buff up your dwarves, assigning your reservists to mass [[40d:stone detailing|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  [[40d:food|food]], [[40d:beds|beds]] or [[40d:drink|drink]]. Just turn on [[40d:stone detailing|stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.<br>
+
Another convenient way to buff up your dwarves, assigning your reservists to mass {{L|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  {{L|food}}, {{L|beds}} or {{L|drink}}. Just turn on {{L|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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*Very safe, if you only assign areas inside the fortress.<br>
 
*Very safe, if you only assign areas inside the fortress.<br>
 
'''Cons:'''  
 
'''Cons:'''  
*Wealth overflow may bring too many [[40d:immigrants|immigrants]].
+
*Wealth overflow may bring too many {{L|immigrants}}.
*Serious conflict with [[40d:engraving|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 {{L|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 [[40d:magma|magma]] or a [[40d:river|river]].
+
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to {{L|magma}} or a {{L|river}}.
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the [[40d:Dwarven economy|Dwarven economy]] kicks in.
+
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the {{L|Dwarven economy}} kicks in.
  
====Sweatshop ([[40d:mason|mason]])====
+
====Sweatshop ({{L|mason}})====
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[40d:carpenter|carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[40d:coke|coke]] or [[40d:charcoal|charcoal]] used in the normal (non-magma) [[40d:glass furnace|glass furnace]].''<br>
+
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the {{L|carpenter}} skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes {{L|coke}} or {{L|charcoal}} used in the normal (non-magma) {{L|glass furnace}}.''<br>
 
'''Pros:'''  
 
'''Pros:'''  
 
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.
 
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.
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*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.
  
====Dwarf Powered Mill ([[40d:grower|grower]],[[40d:cook|cook]],[[40d:miller|miller]])====
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====Dwarf Powered Mill ({{L|grower}},{{L|cook}},{{L|miller}})====
Start off by creating a surplus of [[40d:longland grass|longland grass]], [[40d:cave wheat|cave wheat]], and/or [[40d:whip vine|whip vine]] and some bags. Create multiple [[40d:quern|quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[40d:kitchen|kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.<br>
+
Start off by creating a surplus of {{L|longland grass}}, {{L|cave wheat}}, and/or {{L|whip vine}} and some bags. Create multiple {{L|quern}} all close to the food stockpile which contains the millable plants. Next to this area make a {{L|kitchen}} assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.<br>
 
'''Pros:'''  
 
'''Pros:'''  
 
*Produces a lot of wealth as flour is a high value ingredient
 
*Produces a lot of wealth as flour is a high value ingredient
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*<s>Can cause problems with elves</s>
 
*<s>Can cause problems with elves</s>
 
*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.  (OTOH, if done with more than a few dwarves at a time, a small squad of axe-wielding [[40d:military|recruit]]s is not completely defenseless, and military can be stationed as support.)
+
*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.  (OTOH, if done with more than a few dwarves at a time, a small squad of axe-wielding {{L|military|recruit}}s is not completely defenseless, and military can be stationed as support.)
  
====Dorf Scouts ([[40d:ambusher|ambusher]], [[40d:hunter|hunter]], [[40d:marksdwarf|marksdwarf]])====
+
====Dorf Scouts ({{L|ambusher}}, {{L|hunter}}, {{L|marksdwarf}})====
 
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:
 
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:
 
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.
 
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.
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*Not as economically productive as some other methods.
 
*Not as economically productive as some other methods.
  
====Charm School ([[40d:social skills|social skills]])====
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====Charm School ({{L|social skills}})====
 
<i>(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)</i>
 
<i>(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)</i>
 
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too!  
 
Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current version{{version|0.28.181.40d}} weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too!  
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*dwarves gain no professional skills during this time
 
*dwarves gain no professional skills during this time
 
*produces no trade goods or useful items for the fortress
 
*produces no trade goods or useful items for the fortress
*produces many romances and tight-knit friendships, which [[40d:Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[40d:losing#General Unhappiness|Fun]]
+
*produces many romances and tight-knit friendships, which {{L|Tantrum#Tantrum Spiral|put you at risk}} of suddenly having lots of {{L|losing#General Unhappiness|Fun}}
 
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.  
 
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.  
 
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension
 
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension
  
 
====National self-defense training====
 
====National self-defense training====
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 [[40d:migrant|immigrate]] and train them up to [[40d:experience|Novice]] in [[40d:wrestling|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 [[40d:control room|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.
+
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 {{L|migrant|immigrate}} and train them up to {{L|experience|Novice}} in {{L|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 {{L|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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*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.
 
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.
  
Note that the gym, artillery training, and internship don't take away [[40d:strange mood|strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.
+
Note that the gym, artillery training, and internship don't take away {{L|strange mood}} potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.
  
  
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=Army corps of engineers=
 
=Army corps of engineers=
Your actual soldiers are obviously only one facet to your military preparation.  [[40d:defense|Defensive]] structures like [[40d:fortification|fortification]]s, [[40d:moat|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 [[40d:ambush|ambush]] or dangerous [[40d: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.
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Your actual soldiers are obviously only one facet to your military preparation.  {{L|defense|Defensive}} structures like {{L|fortification}}s, {{L|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 {{L|ambush}} or dangerous {{L|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.
 
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 [[40d:strange mood|strange mood]] eligible skill tends to be [[40d:masonry|masonry]], it improves your chances of getting a legendary [[40d:mason|mason]], which is always a treat.
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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 {{L|strange mood}} eligible skill tends to be {{L|masonry}}, it improves your chances of getting a legendary {{L|mason}}, which is always a treat.
  
 
===Organizing===
 
===Organizing===
The bread and butter skill of the engineer corps are [[40d:masonry|masonry]] along with [[40d:mechanics|mechanics]], and some [[40d:architecture|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 [[40d:immigrant|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 [[40d:potash maker|potash maker]]s, [[40d:soaper|soaper]]s, and the like instead.  Miners that have run out of digging work and are suddenly idle (and already have [[40d:attribute|attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[40d:masonry|masonry]] with [[40d:carpentry|carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[40d:metalcrafting|metalcrafting]] skill, but the gist of it is the same.
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The bread and butter skill of the engineer corps are {{L|masonry}} along with {{L|mechanics}}, and some {{L|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 {{L|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 {{L|potash maker}}s, {{L|soaper}}s, and the like instead.  Miners that have run out of digging work and are suddenly idle (and already have {{L|attribute}}s for faster hauling of building stones) are also good candidates.  You may wish to swap {{L|masonry}} with {{L|carpentry}} if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a {{L|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 [[40d:woodcutting|woodcutting]] [[40d:labor|labor]], so they will all carry [[40d:axe|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 [[40d:plant gathering|plant gathering]] may be another skill to add to the mix.  Assigning war[[40d:dog|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 [[40d: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 {{L|woodcutting}} {{L|labor}}, so they will all carry {{L|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 {{L|plant gathering}} may be another skill to add to the mix.  Assigning war{{L|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 {{L|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 [[40d:fortress guard|fortress guard]] demanding 10%, the [[40d:royal guard|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 "[[40d:on break|on break]]" at once.  Remember also that engineer corps members are civilians (with [[40d:attribute|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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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 {{L|fortress guard}} demanding 10%, the {{L|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 "{{L|on break}}" at once.  Remember also that engineer corps members are civilians (with {{L|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 [[40d: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 "[[40d:Engineer|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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After you've decided who you want in the engineer corps, it's suggested that you give them a {{L|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 "{{L|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.
  
 
===Training masons===
 
===Training masons===
Once your main fortress has [[40d:what should I build first|the basics]] and things are relatively settled, build some [[40d:mason's workshop|mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[40d:noise|noise]]).  A good place to start is anywhere you want to clear of (useless) stone, or any [[40d:economic stone|economic stone]] you want to turn into building [[40d:block|material]] - that's what they'll be producing, and a lot of it.
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Once your main fortress has {{L|what should I build first|the basics}} and things are relatively settled, build some {{L|mason's workshop}}s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about {{L|noise}}).  A good place to start is anywhere you want to clear of (useless) stone, or any {{L|economic stone}} you want to turn into building {{L|block|material}} - that's what they'll be producing, and a lot of it.
  
 
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:
 
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:
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:* Or both.
 
:* Or both.
  
Then, set the corps' workshops to produce stone [[40d:block|block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.
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Then, set the corps' workshops to produce stone {{L|block}}s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.
  
 
====(Why are we building blocks, again?)====
 
====(Why are we building blocks, again?)====
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:* 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.
  
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[40d:Experience|Experience]] for more info.)''
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If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See {{L|Experience}} for more info.)''
  
 
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)
 
(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)
  
 
=== Apprentice Mechanics ===
 
=== Apprentice Mechanics ===
Mechanic skill is important to place [[40d:lever|lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[40d:trap|trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.
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Mechanic skill is important to place {{L|lever}}s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload {{L|trap}}s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.
  
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[40d:mechanic|mechanic]]s.  Shut down the [[40d:mason's workshop|mason's workshop]]s and build [[40d:mechanic's workshop|mechanic's workshop]]s where there is more ([[40d:economic stone|non-economic]]!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.
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After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training {{L|mechanic}}s.  Shut down the {{L|mason's workshop}}s and build {{L|mechanic's workshop}}s where there is more ({{L|economic stone|non-economic}}!) stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.
  
 
===Architect(s)===
 
===Architect(s)===
 
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.
 
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.
  
After you're done with mechanics, switch to [[40d:architecture|architecture]] on some of your trainees.  Only a few [[40d:construction|construction]]s and workshops 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.
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After you're done with mechanics, switch to {{L|architecture}} on some of your trainees.  Only a few {{L|construction}}s and workshops 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 [[40d:masonry|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|q}}, {{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 {{L|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|q}}, {{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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===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 [[40d:quality|quality]].
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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 {{L|quality}}.
  
 
===Role in your military===
 
===Role in your military===
  
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[40d:sparring|sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[40d:Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[40d:wrestler|wrestler]], both of which can be handy for combatants.
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Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) {{L|sparring}} session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near {{L|Soldier#Heroes_and_Champions|Great}} level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or {{L|wrestler}}, both of which can be handy for combatants.
  
You can also, at your discretion, enable the [[40d:siege operating|siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.
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You can also, at your discretion, enable the {{L|siege operating}} labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.
  
 
{{Military FAQ}}
 
{{Military FAQ}}

Revision as of 16:37, 12 April 2010

This article is about an older version of DF.

Cross-training is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits. First and most importantly, it gives you several extra Template:L increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster. Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves. Third, it ensures that your Template:Ls have some domestic skills so they will not receive Template:L from being de-activated from the Template:L in the event you need to downsize, or just need some extra labor short-term. Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the Template:L kicks in.

There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.

Cross-training (starting a reserves program)

The biggest thing to remember with a reserves program is that if you're going to go, you go all the way. Don't institute something "just for a little while" and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time. Time is not something you have a heck of a lot of in a reserves program, typically. Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat. You might not have that much time if you are getting sieges regularly.

Different Programs:

Gym (Template:L)

No pain, no gain.

The Gym is the most basic sort of reserves program; it merely consists of building a bunch of Template:Ls connected to nothing in a room that's close to Template:L, Template:L, and Template:L. After the pumps are built, order them to be pumped manually, then turn on Template:L for your reservists.

Template:L influences how tired your dwarves get. Tougher dwarves can operate a pump longer before getting tired, meaning they will gain skill more quickly than non-tough dwarves. Once dwarves hit Unbelievably Tough, they can operate pumps non-stop.
Pros:

  • Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.
  • Extra pumps can be added to expand operations very easily.
  • Requires no continuous oversight on your part.
  • Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).
  • Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.
  • If you're really clever, you might be able to arrange your pumps so they power one or more indoor Template:Ls. To get the full benefit of this approach, you would probably have to design your fortress around the waterfalls. Remember not to dig under their feeding tubes!

Cons:

  • 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 Template:L, for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.

Artillery proving ground (Template:L)

Mass-produce some catapults, line them up near a quarry, and fire away. Works well to dispose of stone from a gulag (see below).
Pros:

  • Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your Template:L will doubtlessly create if you're going for superior-quality engines.
  • Harasses the wildlife, which is always fun.

Cons:

  • Very slow to train (2+ years for legendary).
  • Fairly space-consuming to set up a well-designed and usable proving ground.
  • Can be dangerous depending on the biome (especially when Template:Ls are present. If they get winged by a stray boulder, you can bet they're going to be coming straight at you).
  • Template:Ls are civilians, and will run in fear when an enemy approaches them.

Internship (Template:L)

Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.
Pros:

  • Requires no extra infrastructure at all.
  • You need a bookkeeper anyway!
  • Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.
  • Trains outrageously fast; if the office is very close to Template:L, Template:L, and Template:L, a bookkeeper can be legendary or close to it in a mere season.

Cons:

  • Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves.
  • No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.
  • Legendary bookkeepers might leave their successor without work, losing work and experience.
  • Is arguably an Template:L; some players may want to avoid it on principle.

Internship MkII (Template:L)

Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like "Prepare Raw Fish" or "Mill Plants", or jobs for which there is no workshop, like "Make Wooden Bow" or "Make Soap".
Pros:

  • Requires no extra infrastructure at all.
  • You need a manager anyway!
  • Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.
  • Trains fairly quickly; with enough jobs, especially ones which need to be repeated anyway, you can get legendary inside two seasons.

Cons:

  • Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves.
  • No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.
  • Trains more slowly than bookkeeper, requiring roughly 60 lots of 30 jobs to reach legendary, and 40 more to Legendary+5.

Gulag (Template:L)

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 Template:Ls can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of Template:L, or, if you are really living large, Template:L. Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.
Pros:

  • Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of Template:L, who have a habit of losing their weapons in an enemy, or Template:L, who are forced to use the Template:L skill in melee, which they may not even have.
  • Toting a pick for close-quarters support might make a legendary Template:L more useful, since the pathetic bludgeon damage of his Template:L and Template:L Template:L are less important.
  • Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.
  • Levels quite fast in sand.
  • Relatively little oversight from you.
  • An overland hike to the gulag will fight Template:L in your military candidates.
  • Can easily be transformed into a Template:L on suitable maps, providing a safe and replenishable wood source.

Cons:

  • Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.
  • Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.
  • 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.
  • Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.

Renovation (Template:L)

Another convenient way to buff up your dwarves, assigning your reservists to mass Template:L 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 Template:L, Template:L or Template:L. Just turn on Template:L for your reservists and mark up as much of the fortress as you like for renovation.
Pros:

  • Even easier to set up; just assign your dwarves and an area and you're good to go.
  • Increases your fortress' value and general happiness.
  • Requires no continuous oversight on your part.
  • Very safe, if you only assign areas inside the fortress.

Cons:

  • Wealth overflow may bring too many Template:L.
  • Serious conflict with Template:L 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 Template:L or a Template:L.
  • If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the Template:L kicks in.

Sweatshop (Template:L)

Make one or more mason's workshops in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear. Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse. Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude. Works well in conjunction with a gulag. Alternate ideas for sweatshops include a mechanic's workshop or a magma glass furnace to train mechanic and glassmaker respectively. Note: Do NOT try this with the Template:L skill, or any other resource you don't have in near-limitless abundance. Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time. This includes Template:L or Template:L used in the normal (non-magma) Template:L.
Pros:

  • Quantitatively turns a profit. The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.
  • Mass-producing blocks makes your constructions higher value.
  • Unlike many other training programs, Sweatshops train a skill that is very useful.

Cons:

  • Slow to level.
  • Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.
  • Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.
  • 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.

Dwarf Powered Mill (Template:L,Template:L,Template:L)

Start off by creating a surplus of Template:L, Template:L, and/or Template:L and some bags. Create multiple Template:L all close to the food stockpile which contains the millable plants. Next to this area make a Template:L assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.
Pros:

  • Produces a lot of wealth as flour is a high value ingredient
  • Produces high amounts of food
  • Sustains the training of non cross-training dwarves such as the cook and growers

Cons:

  • Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers
  • 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

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.
Of course, this training strategy isn't going endear you with the elves.

Pros:

  • Works quickly
  • Trees regrow
  • Provides useful lumber to carpenters, charcoal makers, etc
  • Can cause problems with elves

Cons:

  • Can cause problems with elves
  • 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. (OTOH, if done with more than a few dwarves at a time, a small squad of axe-wielding Template:Ls is not completely defenseless, and military can be stationed as support.)

Dorf Scouts (Template:L, Template:L, Template:L)

Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do: Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.

Pros:

  • Easy to start.
  • Lots of meat, bones and leather around.
  • Aforementioned bones can be recycled to make new bolts.

Cons:

  • Doesn't work on some maps.
  • Hunting is dangerous!
  • Not as economically productive as some other methods.

Charm School (Template:L)

(Note: Inspired by milaga's Real Wagon experiment, details of this technique are still being investigated.) Sure, dwarves get stronger, tougher, and more agile from flinging rocks, carving rocks, smoothing rocks, and taking inventory of rocks or assigning tasks regarding rocks. But since the current versionv0.28.181.40d weights every skill equally in terms of producing attribute increases, dwarves gain attributes from just standing around and chatting, too!

Take advantage of this by setting up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &c. skills, which in turn will produce quick attribute boosts.

Pros:

  • works on any map
  • easy to set up
  • trains many dwarves at once
  • requires almost zero player oversight
  • easily scales to any size of immigrant wave
  • requires no resources the dwarves would not already be consuming (food, beds, &c)
  • levels quickly: initial tests show 14-15 attribute gains per dwarf by the end of 7 months
  • very safe
  • no conflict with existing workshops or skills, unlike gulag or sweatshop

Cons:

  • dwarves gain no professional skills during this time
  • produces no trade goods or useful items for the fortress
  • produces many romances and tight-knit friendships, which Template:L of suddenly having lots of Template:L
  • inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.
  • unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension

National self-defense training

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 Template:L and train them up to Template:L in Template:L - 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 Template:L - 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

  • The charm school can cross-train many dwarves in less a year, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.
  • The gym also trains large amounts of dwarves, though it is relatively slow compared to other methods.
  • Artillery training can give you some siege operators, which will be useful if you have ballistae.
  • The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.
  • The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.
  • Renovation is hands-free, but may bloat your fortress wealth too quickly.
  • The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.

Note that the gym, artillery training, and internship don't take away Template:L potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.



Army corps of engineers

Your actual soldiers are obviously only one facet to your military preparation. Template:L structures like Template:Ls, Template:Ls, 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 Template:L or dangerous Template:L. 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.

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 Template:L eligible skill tends to be Template:L, it improves your chances of getting a legendary Template:L, which is always a treat.

Organizing

The bread and butter skill of the engineer corps are Template:L along with Template:L, and some Template:L 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 Template:Ls 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 Template:Ls, Template:Ls, and the like instead. Miners that have run out of digging work and are suddenly idle (and already have Template:Ls for faster hauling of building stones) are also good candidates. You may wish to swap Template:L with Template:L if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a Template:L 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 Template:L Template:L, so they will all carry Template:Ls 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 Template:L may be another skill to add to the mix. Assigning warTemplate:Ls to these outdoor-engineers is another good plan. (Whether or not to then train them as (reservist) axedwarves is up to you - see Template:L, 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 Template:L demanding 10%, the Template:L 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 "Template:L" at once. Remember also that engineer corps members are civilians (with Template:Ls) 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 Template:L, to distinguish them in your units menu. They behave so much like normal civilians that it's hard to keep track of them if you don't. Don't use "Template:L", 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.

Training masons

Once your main fortress has Template:L and things are relatively settled, build some Template:Ls for the corps to work out of. Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about Template:L). A good place to start is anywhere you want to clear of (useless) stone, or any Template:L you want to turn into building Template:L - that's what they'll be producing, and a lot of it.

After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them. You can do this one of two ways. First, query the workshop, and choose Profile to see who is allowed to work there. Then, either:

  • Lower the max skill threshhold to "Proficient" (or your choice). This lets different trainees swap workshops.
  • Or, enable each of the engineer corps' members individually. Tedious, but only needs to be done once, and very effective. This allows you more control over individual engineers over an extended period.
  • Or both.

Then, set the corps' workshops to produce stone Template:Ls, and put that on repeat. Keep it there. This is going to be the corps' only job for it's few seasons, to train up masonry.

(Why are we building blocks, again?)

A couple of reasons.

  • 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 constructions. What was the Corps' first job? Building, of course!
  • 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.
  • 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.

If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. (See Template:L for more info.)

(If you're training carpenters, you can either mass-produce barrels and bins (you always seem to need more), or, if you are planning wooden constructions, wooden blocks.)

Apprentice Mechanics

Mechanic skill is important to place Template:Ls and link them with existing devices, for traps or bridges, or whatever. It also allows them to reload Template:Ls, and/or clear any that may have jammed, relieving your primary Mechanic of this burden. The importance of this skill depends on the extent of your use of levers and traps in your fortress design.

After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training Template:Ls. Shut down the Template:Ls and build Template:Ls where there is more (Template:L!) stone. Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label. After you've got a decent handful, you may decide to build experience by building levers and linking them all a door. Don't go too overboard with training mechanics. Again, no-label is a good place to be, ample - you're just speeding things along a bit. Mechanics are not usually used enough to warrant going all out.

Architect(s)

Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts. Factor in how easy it is to train up and it's a no-brainer. Of course, feel free to stop this at any time to attend to more urgent matters.

After you're done with mechanics, switch to Template:L on some of your trainees. Only a few Template:Ls and workshops 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 Template:L 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 (q, 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.)

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.

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 Template:L.

Role in your military

Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) Template:L session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military. Just be careful to train no military skill near Template:L level, as this will remove them permanently from the civilian workforce! Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or Template:L, both of which can be handy for combatants.

You can also, at your discretion, enable the Template:L labor to train the engineer corps in the use of artillery. This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society. If you've got enough dwarves to make a separate artillery corps, go right ahead.