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Editing Quickstart guide/Migrants
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− | + | {{Quality|Superior|18:38, 16 January 2014 (UTC)}} | |
− | {{Quality| | ||
{{av}} | {{av}} | ||
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== Labors == | == Labors == | ||
− | Whenever migrants arrive, it's important to make sure they have useful labors enabled | + | Whenever migrants arrive, it's important to make sure they have useful labors enabled (utilities such as Dwarf Therapist or DFHack can help with this). |
− | * If you have any new [[farmer]]s, you'll want to | + | * If you have any new [[farmer]]s, you'll probably want to enable {{DFtext|Farming (Fields)}} (growing), unless they're highly skilled in brewing or you already have several growers. Once you have a skilled brewer and some skilled growers, you can disable those labors for your original 7 dwarves (as long as the migrants are more skilled – skill levels are listed [[skill|here]] and can be seen with {{k|v}}-{{k|g}}). |
− | + | * If you have any [[peasant]]s, it's entirely up to you which labors to enable. Enable growing if you feel that you need more farmers, or maybe enable brewing and set up another still. You can also make them into an [[engraver]] and start smoothing areas of your fort to make them look prettier. Just make sure they have ''something'' useful enabled – otherwise, they'll just sit around and waste your valuable resources. | |
− | * If you have any [[peasant]]s | ||
== Trapped migrants == | == Trapped migrants == | ||
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Once the bridge is successfully built, the trapped migrants will begin moving towards your fort. | Once the bridge is successfully built, the trapped migrants will begin moving towards your fort. | ||
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