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That's a vicious lie and I won't stand for it.
I did a quick search in the forum here and voilá, you made me realize...
BY URIST YOU'RE RIGHT
up until this point playing this version I did very VERY little micromanagement of job distribution, and the fortress is running super smooth - the little buggers used LEVERS for once
ngl I still think Dwarf Therapist would have some uses - the skill summary/interface in-game is dreadful as always
The thing with this version to remember (and is point 1 in OP) is that job selection is by default prioritised by who is the most skilled where previously jobs were just first come, first serve.
Assuming no skilled migrants, a handful of unskilled dorfs become dabblers as they're free at the time, those dabblers are picked more often to do those jobs and become more skilled -> cycles back on itself due to prioritisation of skilled workers being picked for jobs.
Its not perfect but over the course of a few years will more-or-less select for dwarves to become specialists. Relieves the burden on new players while still having enough control for experienced ones.
As stated elsewhere, quality-reliant labours are really the most impacted by this and why the restrict-to-only-these-dwarves and specialist toggles exist - don't want your promising new weaponsmith getting assigned occasional hauling tasks and hurting precious skilling time? Toggle them to specialists (red hammer showing). Have a solid group of Armor and Weapon smiths and need high-quality gear? Turn off "Everyone can do this"
The beauty of the labour groups and skill-preference is that you can, for example, just group all smithing labours as "smiths", set it to "only selected" and then (for the most part) your specialised weaponsmiths will prioritise the weapons jobs and armorers will take the armoring jobs. You'll occasionally have hiccups if you workshop-to-worker ratio is off and/or your only weaponsmith is off sleeping so your armorers pick up the slack, for example. Would love to see some kind of number crunch on that.
Agreed. One of my few gripes. I can deal with Roman numerals, but I'd prefer to be able to set icons.
For these, you can still specialize with the click of a button, if you're so inclined.
I wouldn't have a clue what the old system was since I always used Therapist and haven't played in years.
This one doesn't even explain what each specialist is nor can I customise them.
Hell I found this thread searching for what the difference is between Stone Carver, stone cutter and stone crafter and Miner are.
Miner digs. Duh.
Crafter Crafts. Duh.
Cutter.........makes blocks? Why isn't that crafting? Smooths walls? Id assume, for no reason, that would be the carvers job. but Engraver engraves, so carver doesn't engrave. and Smoothing trains engrave according to the internet.
But nah, the system that handles all of those skills that arent explained makes perfect sense despite the skills not.
And yeah, I checked the wiki. They don't even have the skills since its a new version.
Transparency needs to be worked on. Explainations too.