Okay it's time to do some #dwarffortress calculations

(also this is based off of the Masterwork mod so keep that in mind)

Okay, so each fort only really needs a certain number of dwarves to function. I'm going to use this to logic out the population cap that I'll want to use going forward.

A lot of people seem to prefer having the cap as high as possible, but I find it very annoying when dealing with a bunch of dwarves that sit around eating my food and causing game lag. So in a sense this will be the "ideal" maximum number of dwarves for a single fortress. #masterwork #dwarffortress

So, let's assume that you'll only really need two dwarves of each profession type. I'll also give a bit of wiggle room and say that you'll want about 30-50 dwarves in the military. They can also double as haulers when not at war, which is good.

My personal ideal is that each squad of 10 has alternating months of 5 dwarves training. So with 50 military dwarves, you'll always have 25 training and 25 hauling, with 5 squads total. #dwarffortress #masterwork

Let's start with the early roles you'll need in every fortress.
> Mason/Stonecrafter x2 (also mining enabled)
> Engravers x2 (also mining enabled)
> Carpentry + Woodcutting x1
> Bowyery, Woodcrafting, Woodcutting x1
> Brewmaster (plant gathering, brewing) x1
> Chef (cooking, cheese making, butchery) x1
> Farmers (farming, milling, pressing, plant processing) x2
> Ranchers (animal care, animal training, milking, shearing, spinning) x2
> Clerk (manager, bookkeeper) x1
> Broker and/or Chief Medical Dwarf x1

Current count: 14, perfect for a starting fortress with one or two migrant waves.

Now we get to the later professions.

> Weaving + Clothesmaking + Dyeing x2
> Soap Maker (Wood burning, potash, lye, soap making) x2
> Furnace workers (wood burning, furnace operating) x2
> Fishing x2 (I have one on fishing and one on cleaning/dissection)
> Leatherworking + Tanning + Bone Carving x2
> Ambushers x2
> Armoring + Weaponsmithing x1
> Blacksmithing + Metalcrafting x1
> Gem cutting & crafting x1
> mechanic + architect + siege engineer, etc. x1

That brings the total to... 30 exactly. Cool.

I guess that means my new standard population cap will be 80 ^^

Here's the setup I have plugged into Dwarf Therapist as custom professions.

Notes:
Engineer is actually mandatory for early game. "Noble" is a way to quickly identify the useless bastards, not make them useful. Armydwarf is to mark low-skill dwarves for military service.

Might upload the actual custom professions file later, if anyone's interested. #dwarffortress #masterwork