You've made it to migrant wave 3. Congratulations! Here is where my
system really becomes evident...and indeed, my entire game structure
revolves around this moment.
Let's head on over to therapy land,
where we see that our population has jumped to more than double. Our
objective at this point is to go through our dwarves and pick out some
who have a decent skill in a given job. The likelihood is that your
first six starting dwarves (less one soldier) will be Citizens. So,
firstly, find your trader. Right-click, go to custom profession, and
make his custom profession name *Citizen*. Include the asterisks, as it
makes finding them in the lists in-game a lot easier, later on. Next, do
the same for any dwarves who have a decent skill in a worthwhile job.
Obviously we'll keep our mechanic, and our miners, and our artisans and
craftsmen. Anyone else who you think would be a good idea, also, except
for certain jobs; anything done outside the base (hunting, trapping),
and things that do not require being done in a timely manner or
high-quality, like smelting, wood burning, lye making, soap making, etc.
These things will be done by soldiers, during their off time.
You
should now have between nine and fifteen Citizens. Thirteen would be
optimal, I'd say, but it's your fort. Above the tab "labors" there is a
"Group By" pull-down menu. Change this to "profession". Now, your
Citizens should all be at the top, and the rest, below. Select ALL of
the non-Citizens, and change their profession, collectively, to an @.
Yep, just @, just the symbol. Now, you should have only two groups,
Citizens and @. In previous versions, the @ showed up as a person, not
an @, and I used it as a quick-reference for adding soldiers to the
military. So that's where that comes from.
Anyway, flip over to
the "military" tab, instead of labors. Now, take a look at all those
Citizens. What's that you say? Some have military skills? Don't worry
about it. You're bound to get some Citizens who have military skill, and
really, as you go, you'll get moods in your soldiers that will result
in legendary skills; these soldiers will immediately become Citizens,
and will receive all the benefits of such, including not being allowed
out of the fortress, ever again. You gotta contribute if you gonna live
here.
Otherwise, take a look at the @s. Some have skills, some do
not. Anyone with skill in "Marksdwarf" should be selected and have their
profession changed to @} to show their skill in using a crossbow.
Anyone with skill in "Axedwarf" should have an A after the @, and M for
Macedwarf, etc. If they have a significant amount of skill, add an
exclamation point to the profession. Hence, your original soldier that
came with your starting party should be @A! and should be your militia
commander, as he has the teaching skill, and should jumpstart any noobs
drafted.
Now, again, you will have many different professions
displayed by the therapist. Don't worry, this is acceptable, normal, and
indeed, expected. Don't be sad for the little dwarves--they'll earn
their keep running the fortress. Our Citizens now are assigned to their
burrow, which we defined in Defenses. Are you sure you made the outside
accessible through the stairs? Not outside the front door, but in the
area we designated for statues and pens? Hope so. Gotta be careful of
sunlight sickness.
You should have enough for at least two squads,
perhaps four. Go back to DF after all that, and go to the military
screen. You will see the squad we made before, when we dealt with a few
nasties. Now, add in everyone who has a designation for a weapon. They
will be easy to find, since we named their profession @A and such. Once
you've assigned all the skilled fighters to the squad, create a new
squad of archers, and go through and add your best marksdwarves. Once
you've covered all those, all that remains is to fill the empty slots
with @s. If you fill every slot in both squads, just make another squad
of archers. The two points of this system is to have Citizens to do all
the important stuff, and train tons of archers. Melee guys are important
too, and I'd say that having two squads total is enough, but without
training any you'll still get enough just from migrations. Not quick
enough sometimes, so for now we train, and replace the least skilled
when we get new from migration.
So now we've sorted everyone into
their professions, and we suddenly have a decent military, and some
amount of Citizens. Next, we address the military in more detail,
discussing training, stations, patrol, staging a sortie, and sieges.
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