![]() Masons can make all the tables, thrones, doors, blocks and doors your fort can need, as well as chests and cabinets for the early dorms. Masons and Stonecrafters are very useful early on.What ever your particular playstyle could use. Animal caretaking perhaps, medical skills, herbalism. The wood crafting skill however is easily swapped for something else that you might want. On biomes where you don't have trees and need to import logs, all the more important since you're working with a more finite pool. And because the quality of that bed is determined by the skill of the craftsman, its always a net positive to have a Carpenter so that each bed can get at least a little bump towards giving your dwarves good thoughts for sleeping on them. Every Dwarf needs a bed, and every bed needs to made of wood (unless you're using mods), so a Carpenter is needed.You can easily replace this job with a hunter or gem crafter if you choose, or even a doctor, but in my experience, an administrator early on actually helps. This means less time the manager spends doing desk work, and more time doing unskilled labor like hauling, or misc jobs I might assign to him. Personally, I find having a skilled records keeper gives me a better idea of what stocks I have left or what resources I have in abundance to work with, and a skilled manager means the manager gets work orders out sooner once his office is set up. Some people will argue that a record keeper/manager is not needed in the survival stage.The Appraisal and Judge of Intent skills specifically come in use when ever you have a caravan trading with you, giving you slightly better prices, as well as figuring out the mood of the caravan trader to know just how generous you need to be. ![]() but the Leader will passively have conversations with other dwarves, and some of these skills help improve that conversation, granting happy thoughts.
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