![]() I don't usually split the work more than what I have after completing stage 4, though occasionally I split the cook into a cook and a brewer profession when I see the need for it. I once experimented with removing hauling from all professions and adding an extra hauling profession with dedicated gnomes, but that didn't increase efficiency unless i assigned a lot of gnomes to it, which cut into my military and so wasn't worth it. I didn't write Hauling in the job list but I leave it on on all professions unless i really, really need them to work all the time. ![]() The other 2 professions still help out with the smelting when they aren't busy crafting stuff. I use a dedicated smelter because i usually don't have a lot of coal, so he is busy turning wood into coal which can also be used for torches. Weaponsmith: Smelting, Blacksmithing, Metalworking, Weapon CraftingĪrmorsmith: Smelting, Blacksmithing, Metalworking, Armor Crafting Once my population starts growing enough, i'll dedicate a cook to speed up food productionĪt some point the ore starts to flow in faster than my blacksmith can handle, so i assign more gnomes to the jobs: When i have injured gnomes, i stop my soldiers from training and they will deal with those injuries. Soldier: Medic, Caretaking - Profession for all soldiers. Once my first new gnomes start to arrive, i'll split the jobs to free the farmers of extra tasksĪrtisan(New): Leatherworking, Pottery, Bonecarving, Construction (low priority) Rancher: Animal Husbandry, Butchering, Cooking, Bonecarving Mason (New): Masonry, Stonecarving, Construction (low priority)įarmer: Weaving, Tailoring, Farming, Cooking, Brewing - Deals with any plant smaller than a tree Woodcutter: Woodcutting, Horticulture - Takes care of the groves I start with the default but once i have the initial carpenter and mason workshop set up, i change the professions: ![]()
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