For the rest I go with what feels right, never imported existing proffs to a new kingdom, but usually I end up with similar ones, altering depending on kingdom type.įor workshops, I followed the wiki's Getting Started page my first few runs, it worked well, I've been following the order ever since, never had problems with it. I usually give ranchers bonecarving, eventually remove cooking and brewing from farmers and make new proffs specialized in that, if I am doing big fields then I remove horticulture too and give it to woodcutters and military gnomes. Professions:Keep starting ones, maybe get rid of said miner or something, make new professions as needed. Usually once they get armor too I give them either a shield and one one-handed weapon of the same kind, or two one-handeds with a frenzy perk. Since I'm no fan of monks I usually get taunt and a wooden shield for the first guy with the copper armor and highlander+stone weapon for the new ones, until I can get better stuff for them. Usually this is jewelcrafting, pottery, or other things that aren't useful or won't be needed for several seasons, if not years. skill than that of the other) to grab the starting gear and turn new gnomads with irrelevant skills to more military gnomes. one of my miners has half the mining/masonry etc. Military:I usually pick one gnome that has relatively bad skills(e.g.
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