I was curious about the mechanics of crafting skills, so I tested a bunch of them to find common patterns. Unsurprisingly, there are so many similarities that anything in this post will most likely apply to all of them (details and methodology included at the bottom). Feel free to peer review.
More specifically, I tried to find answers to the following questions:
- What are the chances of getting a masterful, exceptional etc item? (actually how many steel axes do I have to make, stud and melt until I have 10 masterful axes masterfully studded with platinum for my squad)
- How do attributes affect the crafting process? (actually do we really need to assign labors according to a dwarf's attributes, and is there any reason to train attributes for that purpose, and will I get better axes from it)
- What is Core Quality and Total Quality, and how are they determined? (actually in which stockpile do I put them axes)
- How much experience do dwarves get from crafting? (actually how fast can I train that guy so he can make me better axes)
QualitiesFirst let's take a look at what quality actually means, because there is some confusion around it.
We have two kinds of items, some are made of quality-less components (such as axes), while others are made of components that have their own quality (such as most cloth items). Decorations are also treated as components that have quality (such as studding with metal, and sewing cloth images). By the way, prepared meals are in the second category as well.
Core Quality means the quality of the
craftsmanship of the item (masterful axe = core is masterful, and exceptional dress made from standard cloth = core is exceptional).
Total Quality means the highest between the
craftsmanship of the item and the
craftsmanship of its components (masterful dress made from standard cloth = masterful total quality, standard dress made from masterful cloth = masterful total quality). Similarly, an exceptional axe with finely-studded platinum has exceptional total quality, so does a standard axe with exceptional studding.
This means that it's hard to impossible to fully separate items according to their decorations or components - there can be no stockpile that will accept only masterful axes with masterful studding (the dwarves will put all masterful axes in there with any studding, because the masterful core gives them a masterful Total Quality regardless of studding). A possible workaround would be to set up a second stockpile that drains up to exceptional cores and up to masterful total quality items from the first stockpile.
Items made of quality-less components are apparently treated as if their Total Quality is equal to their Core Quality, so a stockpile for plain masterful axes needs to have "Masterful" enabled in both Core and Total settings.
ExperienceNow to experience gains.
Crafting labors give 60 experience points. Exception to this are labors that produce more than one item - these give +50% for each additional item, so up to 120 total experience for a single job (making crafts, goblets/mugs, gloves/mittens/shoes etc).
This is useful when training new armorsmiths, blacksmiths and metalcrafters, because they can use less resources to level. Weaponsmiths always make one item and only receive the standard experience, this is of course an outrage.
Decorating gives only 30 experience points (studding with metal, sewing cloth images).
Rusty skills will result in lower experience gain for a few crafts, but it returns to normal in no time. Dwarves with no experience at a skill receive full experience for working on it.
StatisticsNow that we know how long it takes to get a Legendary+5 dwarf, let's see how many items of each quality he can make.
The results are close to the following averages:
☼ Masterful ☼ | | 29.1% |
≡ Exceptional ≡ | | 63.4% |
* Superior * | | 4.5% |
+ Finely-crafted + | | 1.3% |
- Well-crafted - | | 1.1% |
Standard | | 0.3% |
edit: additional tests show that a dwarf with item/material preferences can produce less low-quality items, and more high-quality. See details in Post#6 below.
AttributesI was wondering if higher attributes could improve these percentages, but the results are disappointing. The only thing that definitely improves with attributes is the speed of crafting.
In a nutshell, I don't think that attributes have a noticeable impact in regular gameplay (where regular means un-modded random migrant dwarves with average attributes). A dwarf with 800 attribute will do just as well as a dwarf with 1200 attribute. There seems to be no benefit in assigning labors according to attributes, except for role-playing purposes. Yes, that means Creativity. There also doesn't seem to be any benefit in training attributes (I had these plans of multiple workshop setups just for training...).
Beyond regular gameplay (at extreme values of attributes), there does seem to be some evidence that attributes improve the quality of output items. I'm still not fully convinced that they were not simple deviations, because very similar results were achieved with average dwarves. We're talking about a questionable 1-4% bonus to the masterful/exceptional percentages, when attributes are in 4000+ range.
So basically, I need to make and stud approximately 100 axes, and about 10 of them will be perfect masterful axes with masterful studs...
Notes on methodologyThe testing I've done mostly involved making about 500-1800 different items with the same dwarf for each skill, for each testing process. Several additional tests were made with random dwarves, and some more with an older fortress save, to make sure the results are not specific to the main test dwarf.
I chose a dwarf with no preferences to the materials or items I was testing. I did some minimal testing of material and item preference with a couple of other dwarves, but I didn't see anything out of the ordinary. This area could use more testing.
The skills I tested (even after getting bored, but before saying screw it) are:
Carpentry,
Weaponsmithing,
Armoring,
Blacksmithing,
Metalcrafting,
Woodcrafting,
Stonecrafting,
Weaving,
Clothesmaking. The results are very similar for all of them, with acceptable deviations. I would expect the same results from all the other skills.
Attribute testing involved the same procedure, while changing (with Runesmith) each skill's associated attributes to several significant values within 0-4000 range. At some point I decided that it was a waste of time, so I didn't actually do this for all of the above skills.