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For example, don't make your expedition leader/mayor your broker. People think that it makes sense because he has high social skills, but in reality he will be busy doing mayor work when you need him to trade. Give the broker job to a planter instead.
Limiting Job to only few dwarf is also important when it comes to smithing armor or weapon. Quality matters alot here and 1-2 smiths to hog all experience are better.
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Wasnt 'every dwarf not doing anything' a bug though? I heared it several times but thankfully never experienced myself.
Jobs constantly canceled can be caused by something blocking path to work areas (scary thing in a cage, corpse, locked door, dismantled ladder, misplaced burrow) or pressing 'no one does this job' in labour screen and forgetting to turn it off afterwards.
Planters should be only selected (I also choose only planters harvest.)
Fisherdwarves I only do when I can build them a hut to safely fish and drop the fish at their feet into a stockpile. I toggle this on and off as required rotating the dwarf into dissecting the fish that they caught.
Plant gatherers are an external thing that only triggers when you set a zone or choose to manually gather so I ignore until I set that up, focusing on a few dwarves to do it all the time as this can pull your entire fort out at once in autumn if everybody is selected.
Stonecutters - I use a combination of restricted workshops for quality crafting and generic workshops for blocks and items where I do not care for the quality.
Engravers, I restrict. But if no engravers turn up, I allocate a couple of peasants and restrict. Then give them my generic walkways to train up on.
Haulers - Default to everybody is fine here.
So the thing is, default on all labours (not just the ones listed) is everybody does this. So in effect, every single labour not listed under the given labours is available for everyone to do UNLESS you restrict that dwarf with a red checkmark.
Mining is the best example. At the start of a new fort, I restrict the miners. I need holes, not things to fill the holes, I have lots of that stuff. If I need wood, I restrict the woodcutter. Once the trees are down, I unrestrict. I turn off fisherdwarves as an extra hauler is far more beneficial in the beginning.
When I start smoothing, I restrict those as I can generate 100's of those jobs at a time and need to limit the workforce to do it.
On hauling. Managing stockpiles is far more important then who does it. A stone stockpile with 1 wheelbarrow in it, will only ever generate 1 haul job at a time. If that stockpile requires the stone for blocks that you need above all else, allocate 3-4 wheelbarrows so they can bring the stone in faster then the worker uses it. But if you have 3 wheelbarrows in there you do not need a huge stockpile as they can keep it topped.
If you create a 10 x 10 stockpile with no wheelbarrows, you have created 100 haul jobs that will be very slow to complete. If ever considering useage.
The labours screen is a useful tool for limiting and unlimiting things as and when required. But the control it gives is limited by your other choices.
Type and size of stockpile
Restricted workshops with or without limited stockpiles.
Priorities of jobs. Things at a 7 will get done when they feel like it. Things at a 1 will be allocated swiftly.
So it's a useful tool that can be setup as you like and temporarily forgotten. As your needs change, so should your allocation of labours.
So, we can't just have everything enabled for everyone, because by the way the game currently works this will inevitably lead to issues (i wish the whole hidden uniform thing gets looked at later in time).
This means that to have a functioning workforce you must assign labors to dwarves, at minimum you will have to specialize your Miners vs Woodcutters, etc.
Beyond that, I think it comes about kind of naturally over the course of gameplay.
Each new migrant wave I'll check the 7 to 20 dwarves really quick, just to get an overview of each one.
Because Miners/Woodcutters are uniforms that ALSO conflict with MILITARY (!!!), this means if you want someone being a Miner/Woodcutter they can't be in one of your military squads and behave correctly.
So, with each new migrant wave I check for "natural fighters". People with green/white attributes, rather than a bunch of orange "Frail, Weak, Low Kinesthetic Sense" type attributes. I tag these guys with a custom labor (usually the III one since it looks strong to me :) ) that has no actual labors assigned other than maybe lever pulling. This way, later on when I need to assign people to military squads, I can just scroll through the list and kind of know which ones I already want without having to search it all up again... saves a lot of time!
Each of these type III migrants get assigned to be something of a mix of Farmers, Crafters, Cooks, etc. Stuff that doesnt have them stray too far from the center of things, but also very critical tasks too. Most definitely have the farming labor, at least until they get called up for service. My "Farming" labor is a custom labor with a particular spread of what I want farmer type dwarves to do. It differs from another custom labor I'll use, "Cook", for example. Some most farmers are also cooks... it's kind of fun giving a light variety of labors to different migrants, some becoming farming blacksmiths, others crafting cooks, a mix of each, etc...
All the dwarves with a lot of orange attributes, who are weak zany anxious bad focus etc., become my miners/woodcutters. I probably assign them at a 5-1 ratio, or higher, since Woodcutting isn't as needed and can pair well with farmers.
So, all the dwarves with the Mining labor now get whatever seemingly appropriate custom labors fit well with them too. Engraving is something I'll usually only assign my Mining dwarves, but I'll usually give just about everyone the Smooth Stone designation since this doesnt require a pick.. Almost never do I assign Miners to also be Farmers, they seem to be naturally conflicting roles and I dont want a guy running from the depths of a mine all the way to damn near the surface to just pull some plump helmets.
Finally, my woodcutting dwarves are my Farmers, crafters, cooks, etc., and plant gatherers too.
This has been working really well for me for some time now. Occassionally you may notice the mood of one of your farmers sour, possibly from being overworked. Just be aware if new frowns show up, and remove the most demanding of their labors, trying to acquiesce to their needs. Also, it's probably a good time to take away miner/woodcutter and pull that guy up into a military squad, since military training improves your dwarves and also leads to a lot of positive thoughts.
That's my approach! Might seem involved but it kind of plays itself once your labors are configured. And using the III trick for marking good future military dwarves seems almost critical for sanity regarding current military management (wish it was easier to view dwarves attributes from squad select screen)
+ It is advisable that each profession have one pair of gnomes. Sometimes dwarves die suddenly, and the loss of a legendary gunsmith or diagnostician is too great a loss.