Jobs guide. (Written by Dark)
Peasant: buildings required none, secondary job none.
The peasant is the backbone of your settlement and one of the most versatile of workers. All goods must be transported to their correct locations by peasants, thus even with a storehouse full of produce and a tavern with a waiting cook, people will starve if there are no peasants to transport food, and nothing can be built unless the peasants take the materials to the building site.
Once you begin farming wheat, peasants will grind wheat into flour at the mill for bakers to bake into bread, and once you have a butchers shop and textile, peasants will spin the fir from dead animals into yarn for the weaver to weave into cloth.
though many jobs have peasant as a secondary activity, it's always advisable to have a few dedicated peasants around to keep your community's basic needs met.
Builder: buildings required none, secondary job peasant.
For most of the time you'll find the builder working as a peasant, grinding flour, spinning yarn, and transporting goods and materials to building sites. However, once a construction site has the right amount of materials, Your builders will move in and begin actually constructing the building.
for most building projects, each builder does ten percent per tick, meaning that the more builders you have, the quicker your buildings will be up.
fisherman: buildings required none, secondary job none.
the fisherman has one very simple but very vital role, to net food from the nearest body of water and provide meat for your community. the fisherman will bring in one or two meat with each trip (more if the Neptune perk is selected), and thus can provide more food than the hunter, plus while hunting becomes increasingly difficult as the forests are cut down, the sea never runs out of fish thus the fisherman provides a constant food supply.
After each fishing trip, Meat is dropped off at the storehouse from which your peasants will transport it to the tavern when it is needed.
The cook spends his/her time at the tavern serving up meat, bread and vegetables to your hungry workforce. Mundane as this task may sound, the cook is probably the single most important person in your entire community. If people go to the tavern to get food and there is no cook to prepare meals then people will begin starving and eventually will die of starvation, it's therefore absolutely vital that you have a working cook at all times.
Bartender: Buildings required tavern, secondary job none.
the bartender performs a similar function to the cook, however where as the cook serves up food, the bartenders job is to wait in the tavern and provide your people with wine, which actually provides them with more energy rather than making them drunk!
Obviously though, if you have no wine, there is no need for a bartender.
Farmer: Buildings required vegetable farm or wheat farm or vineyard, secondary job none.
the farmer, like the fisherman does one very vital job, harvesting vegetables or wheat, or making wine at the vineyard. of course, it is not the farmers' job to transport these goods to the storehouse or the tavern, that task is left up to your peasants.
Each farmer will divide his/her time equally between all the available farms, but it's also worth remembering that each farm produces slightly more than one farmer can handle alone, so if you want to increase yield from your crops it's usually better to assign more farmers than build more farms.
Also, no wine can be harvested and taken to the storehouse unless the farmer is provided with barrels made by your cooper.
Stone mason: Buildings required Quarry, secondary job none.
The stone mason has the laborious task of walking from the quarry to the nearest area of stony ground and cutting stone into bricks for your building projects. of course, the longer he/she has to walk, the longer it'll take for you to get bricks, so sitting quarries close to stony fields is a good idea, however bare in mind stony fields will become used up thus making the mason have to search further away, so you might want to sink additional quarries later on. of course, the bricks must be taken to building sites or to your storehouse by your peasants before you can use them.
Lumberjack: buildings required none, secondary jobs none.
The lumberjack, like the stone mason has a simple task, chopping down trees into logs. If there is a sawmill, the lumberjack will take the logs there to be split into lumber by your carpenter which then can be used for your construction projects, if not the lumberjack will take the logs to the storehouse.
As with stone, eventually forests will be cut down requiring the lumberjack travel further to the sawmill, so sitting additional sawmills may be advisable.
Carpenter: Buildings required sawmill, secondary job lumberjack.
Though the lumberjack can cut down trees, the resulting logs are of no use unless they are chopped into lumber. That is the job of the carpenter who accomplishes this at the sawmill. When there are no logs at the mill to be cut, the carpenter will head out into the forest as a lumberjack.
Cooper: buildings required none, secondary jobs carpenter.
the coopers job is crafting wine barrels out of lumber. Each piece of lumber makes three barrels, which means it's possible to quickly get a good supply, however it's also worth noting that if you need wood for construction projects too, you may need additional lumberjacks and carpenters to keep supplies of lumber up.
when there is no lumber to make barrels from, the cooper will gladly part time as a carpenter and cut any logs at your sawmill into lumber.
Baker: buildings required bakery, secondary job peasant.
Once wheat has been ground into sacks of flour at the mill by your peasants, the baker will begin baking loaves of bread. One sack of flour produces three loaves, making the baker a very economical job, especially considering that when there is no flour the baker will work as a peasant.
Hunter: buildings required none, secondary jobs none.
the hunter like the fisherman can provide meat for your people, however hunting has both an extra benefit, and an extra cost. On the plus side, if you have a butchers shop and a butcher, hunters will take their kills there instead of directly to the storehouse, and the butcher will turn each kill into a greater quantity of meat and an animal fir that your peasants will then spin into yarn to eventually be woven into cloth.
On the down side however, as your forests are cut down, each hunting expedition will take longer, also bare in mind your hunters may be injured while out in the woods.
Butcher: Buildings required butchers' shop, secondary job hunter.
The butcher works in the butchers shop with the corpses of any animals brought in by your hunters. from these, he/she will produce animal firs, that your peasants will start spinning into yarn to be used in weaving cloth. Also, from each kill the butcher will extract extra meat, thus upping the overall production of your hunters.
Should there be no fresh kills to work with, the butcher will head out into the forest to start hunting for some.
Weaver: Buildings required textile, secondary jobs peasant.
The weaver works at the textile to turn yarn that your peasants spin into pieces of cloth. when there is no yarn, the weaver will work as a peasant and help with the spinning as well as other duties.
Doctor: buildings required hospital, secondary job weaver.
the Doctor is another hugely important member of the community, since should any of your people become ill or injured, you'll need a doctor to heal them. the doctor will always work on people in the order they become ill.
Diseases and illnesses the doctor can treat alone, however broken bones and wounds need cloth for bandaging, so the doctor will work as a weaver when not busy doctoring.
though producing cloth is usually quite an undertaking, it's advisable to build a hospital as soon as possible, since your people won't recover from any sort of illness or injury without a doctor and some cloth can be found in the wreckage of the ship you begin with.
Miner: Buildings required mine, secondary job none.
the miner spends all of their time deep underground in the mine digging up metal ore. While unlike wood or stone, the mine will not be depleted in ore and so the supply will stay constant, note that digging ore is very time consuming indeed so you might want to start mining pretty early on, especially since ore will need to be smelted into metal bars before it can be used.
Metallurgist: buildings required forge, secondary jobs miner.
The metallurgist has the job of smelting useless metal ore into metal bars, which can then be used for building or making weapons. Should there be no ore to smelt, the metallurgist will head down the mines themselves.
of course, your peasants will need to pick up ore from the mine and take it to the forge for the metallurgist to do anything with it.
Blacksmith: Buildings required forge, secondary job metallurgist.
The blacksmith should more accurately be described as a weapon smith, since the only item they produce are suits of amour and swords. needless to say, there will need to be metal bars at the forge for the smith to work on, and if there aren't any the smith will smelt any available ore into bars themselves.
smithing is also quite a time consuming job, so leave the smith plenty of time to work.
Soldier: Buildings required barracks, secondary job none.
the soldier has one single purpose, to head out to the boarders of your land where the endless hoards of nasty goblins are encroaching, and beat them back. though only slightly effective (especially when there are many goblins), the soldier can still be used in a pinch, and it's always possible to reassign other jobs to being soldiers if you need backup.
another good way of boosting soldiers effectiveness is to build guard towers closer to the front lines, meaning that they have less far to travel between raids, also concentrating your defenses on particular areas.
Knight: Building required barracks (also requires sword and amour), secondary jobs none.
The knight is in many ways like a tougher and more effective soldier, ---- five times more effective to be exact. Knights can really send goblins running, especially if there are guard towers built as bases of operation.
Knights however cannot be assigned in the usual way. if your blacksmith has crafted some amour and a sword and you create a soldier, that soldier will then be shown as "training to become a knight" after a short time, you'll receive a message that the soldier has dedicated his/her life to serving the people and is now a knight.
the only problem however is that once assigned, knights are permanent and can have no other job, so think carefully before creating one.
Anyone who becomes sick or injured will instantly stop the work they're doing and show up on your jobs list as ailing, and it's often a good idea to keep track of how many ailing you have and what job they previously did so that you can reassign your healthy workers to fill the gap.
Ailing people will only start working again after the doctor has cured them.
once you have enough houses for your population, any woman accept a knight may become pregnant and become a mother, though it is more likely to be a peasant.
As with Ailing people, Mothers immediately stop doing the work they previously did, but will go back to their old job once the children are born and old enough to be away from their mothers. With the Preemies perk, women will be classed as mothers for shorter periods of time, and if the hermaphrodite starter is chosen, men may also be pregnant and become mothers.
Rather like the mother status, when a new baby is born it'll be classed as a child. children may not be assigned jobs or do any work until they have grown old enough, though if the sweatshop perk is chosen, this will happen sooner as children are forced to start working at a younger age.
MISSION 2 JOBS (This section is written by Aprone)
Monk: buildings required monastery, secondary job weaver.
Monks painstakingly copy books by hand, as was done for hundreds of years. After peasants have supplied the monastery with cloth, monks will transform 3 cloth into a written tome. The tomes take a long time to complete, but they allow you to upgrade certain job types. To upgrade a person, select them using D and F, and press the U key. Upgrading a unit costs 1 tome, and causes the upgraded unit to be permanently locked in to their current job. For example, upgrading a peasant creates a serf. Serfs will never perform any other job, except traditional peasant tasks. As a dedicated serf, this worker will do every task 30 percent faster than a normal peasant. Other jobs, such as a cook, for example, gain other upgrade abilities besides speed. The cook, who upgrades to a Chef, gives people an extra bonus of energy as people at the tavern are fed.
Tailor: buildings required textile, secondary job weaver.
When stocked with cloth, tailors use 3 pieces to sew together a ranger’s cloak. In the same way that armor is created for knights, ranger cloaks are used to train Rangers. Peasants will carry cloaks to the barracks, so that soldiers can choose to train to be archers in your army.
Ranger: buildings required barracks (also requires a cloak), secondary job none.
Like a knight, a ranger is a much tougher and more effective soldier, though a ranger is a little less powerful than a knight. Rangers are nearly as effective against goblins, but they are most useful when used in raiding attacks. Rangers cannot be assigned a new job. If both armor, and cloaks are present in the barracks, new soldiers will choose to become whichever soldier type you currently have less of. This will generally keep your numbers even, unless of course, you have more armor or more cloaks. In raiding attacks, Knights are actually more effective then Rangers against the Yetti, but in combination they are far more powerful. The knights are able to get in close to fight, while the rangers skillfully fire arrows over them to assist.