I also max out a Jeweler and place their workshop right next door. Then set a craftsdwarf workshop to make rock crafts endlessly. ![]() On the Work details tab, create a new work detail and scroll all the way down to the Crafts section and set only Stonecrafting. Do not mix this up with Stoneworking, Stone Carving, Stonecutting, Stone Engraving. I also max out the Stonecrafting skill for one dwarf. I make that dwarf my Broker, Bookkeeper, and Manager. In my embark I give one dwarf good Negotiator, Appraiser, Organizer, and Record Keeper skills. If you want my input to help with your next fort, please keep reading. Also make sure you build bridges across any rivers. There needs to be an uninterrupted 3-tile-wide path to the edge of the map. Also, something that can cause issues is if the Trade Depot is inaccessible. ![]() Plots themselves may depend on the planting skill, but herbalist (leveled by harvesting) is for everything else.Īlthough I suppose you could have 2 different people for those jobs there is no benefit to doing so.Ĭraftsmen on the other hand have 0 schedule what-so-ever and just pump stuff out whenever they have downtime.Īs long as you have assigned a Broker that isn't busy with other labors, and set the Trade Depot to request the Broker, the Trade button will light up after everyone is done unloading and ready to trade. Farmers do not have the most flexible schedule by any means, they need to be maximizing yields, and if you have just anyone harvest you will be spreading yourself thin on the herbalist skill, which means you won't get better yields when harvesting non-plot crops. Personally I tend to make my broker and accountant the same person. Craft centered professions and miners (after a starting hole is made) are low priority and can be pulled from as needed. Plants wither and die quickly in this game if not harvested, and so they are one of the ones you need to go as far as locking tasks for to ensure they aren't interrupted by other things. Originally posted by RadCon One:No, you want to leave your farmers alone. My goods do appear available for trade but the coin button is greyed out and I just can't figure out what the hell i'm suppose to click to make this work. Here's where I'm at, my "broker" is hanging out with the leader of the trade expedition in his bedroom (no judgement). It mentioned something about a broker, so I assigned my expedition leader, perhaps not the best, i don't know, i don't care, i just wanted to engage this mechanic. I told all my dwarves, lets take the cups to the trading depot, they did. I was hoping to sell these cups for something that would help us survive, maybe food? Short of that, just anything so I can learn. ![]() So i made way more cups than such a small fort needed, we're the cup emporium. It all started when I noticed my dwarves were pissed off they didn't have a cup to drink out of. I don't have much to offer them and I know this fort is doomed but I'd like to figure this mechanic out before my next fort. So like the tutorial promised me, i have my first traders. However short of working through time consuming tutorials i'm absolutely stuck on this one. I knew this game would be a bit of effort to work through and i've been taking it in bite sized pieces at a time, with a heavy use of google to help me work through my problems. So I've decided to jump into DF with the fancy new mouse controls and sprites.
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