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Manager

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Revision as of 20:29, 1 January 2023 by Halavus (talk | contribs) (→‎Work orders: format damn link)
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This article is about the current version of DF.
Note that some content may still need to be updated.

Manager
Room requirements  
Office Meager Office
Quarters None
Dining room None
Tomb None
Furniture requirements
Chests None
Cabinets None
Weapon racks None
Armor stands None
Other
Mandates None
Demands None
Arrival conditions
Function
  • Allows large production orders.
  • Allows workshop profiles to be set.

The manager is a noble that allows players to create multiple production orders, and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual workshops.

Relevant Skills

A certain set of skills are relevant for any manager. Furthermore, certain personality traits influence whether any experience is gained in the skill. There are soul attributes that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:

Skill (relevant for manager) Personality Trait (needed to gain social skill) Attribute (affected by social skill)
Body Soul
Administrator Organizer Analytical ability
Creativity
Social awareness
Social - Other Consoler Straightforwardness (Honesty) > 39 Linguistic ability
Empathy
Social awareness
Pacifier Cooperation (Compromising) > 39 Linguistic ability
Empathy
Social awareness

The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.

Office

A manager only performs their duties in their office, so it's absolutely necessary to assign them one - since only a meager office is required, a single chair in the dining room will suffice.

To set up a dwarf to be the manager and give them an office:

  1. Hit n to enter the Nobles screen
  2. Select Manager and hit Enter. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.
  3. Build a chair somewhere, or locate an existing chair.
  4. Use the q command and place the cursor on the chair. Select the option to make the area into an Office and assign your manager as the owner of the office. At this point, the red [REQUIRE] under "Manager" should have disappeared from the nobles screen, and you should be able to queue up work orders.

It is trivially easy for a manager to get experience in the organizer skill. Just queue a lot of jobs to produce 30 of something, such as Collect Webs, which appears first on the list. The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.

Work orders

Work orders are an advanced feature of Workshop Management that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the orders menu, or the the clipboard icon in the bottom left of the screen. For detailed usage, see: Work Orders

Workshop profiles

The manager also allows players to change a workshop's "Profile". To access a workshop's Profile, query a workshop, then look at the Workshop Profile. This gives you three tabs to go through: Permitted Workers, Work Orders, and Labor Restrictions. Press the arrow keys to go between the tabs.

  • Permitted Workers tab allows to restrict the dwarves that can use it and the minimum and maximum skill level required to use the workshop. They can choose who specifically can use the workshop by pressing Enter on their name to permit/forbid their use of the workshop.
  • Work Orders tab allow place new orders specific to that workshop. Toggle whether or not the workshop will accept general work orders or adjust how many of them can be task to this workshop at a time. Additionally the Labor Restrictions tab allows to further restrict which general work orders the workshop can be tasked with.

Dwarves with strange moods seem to be able to claim a workshop, even if they do not meet the profile criteria.

A note of caution: workshop profiles persistv0.31.12 even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned. Furthermore, workshop profiles seem to be slightly buggy. Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to "Dabbling". This may be somewhat irritating if peasants are undergoing training.

Disadvantages

One disadvantage of the work order system is that no work will be performed until the manager finishes validating the order. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.

A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary glass furnaces dedicated to sand collection, plus several magma glass furnaces for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the profile of specific workshops and moving to the Work Orders menu; setting "general work orders cannot task this shop" will prevent the manager from assigning tasks.

Appointed
Military Ranks
Elected
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven