![]() 1 adequate armorsmith, weaponsmith, and metalcrafter.1 grower/brewer (deals with all my needs this early in the game).1 woodcutter/architect (when not cutting wood he is designing buildings).1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts).1 mason/carpenter (deals with all that stuff).2 miners/engravers (when they are not mining they are engraving).(every skill has five points put into it). ![]() An odd mix, but mechanisms are my primary export. Carpenter/Mechanic: 5 carpentry, 5 mechanic.Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high. Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith.Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith.No mining is done in order to keep armorsmithing as the highest moodable skill. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith.Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well. Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture.Set to start training the moment goods are hauled inside the fort's entrance. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. 14 The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS.
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