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Editing 23a:Immigration
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== How immigration is calculated == | == How immigration is calculated == | ||
− | Immigration figures are | + | Immigration figures are influenced by your fortress's total "Created [[Wealth]]", probably further influenced by reporting of the yearly dwarven [[caravan]].{{verify}} If, for any reason, the caravan does not arrive, or does not make it off the map alive the first year, no wealth is reported{{verify}}, and this will seriously hurt your chances for immigration.{{verify}} Later, if they fail to make it off your map, then the previous year's caravan report is used to determine the next immigration waves.{{verify}} The other known factor that influences immigration is that dwarf deaths in your fortress will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero. |
Created Wealth is visible on the Status ({{K|z}}) screen once you get a [[broker]]. All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s usually are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can potentially double fortress wealth early in the game. | Created Wealth is visible on the Status ({{K|z}}) screen once you get a [[broker]]. All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s usually are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can potentially double fortress wealth early in the game. | ||
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Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses, though rarely larger numbers have been reported. | Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses, though rarely larger numbers have been reported. | ||
− | Immigration | + | Immigration will be stopped if your fortress reaches the Population Cap set in the [[init]] file, but a given wave may cause your total to exceed that number. If your current population is even 1 less than the Population Cap, a full wave of 2 dozen (or more?) immigrants can arrive. |
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== When does Immigration usually occur? == | == When does Immigration usually occur? == | ||
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*Carpenter - [[Carpenter]], [[Wood cutter]], and [[Engineer]]/[[Bowyer]] | *Carpenter - [[Carpenter]], [[Wood cutter]], and [[Engineer]]/[[Bowyer]] | ||
*Mason - [[Mason]] and [[Engraver]] | *Mason - [[Mason]] and [[Engraver]] | ||
− | *Trapper - [[Animal trainer]]/[[Animal caretaker]], [[Ambusher]]/[[ | + | *Trapper - [[Animal trainer]]/[[Animal caretaker]], [[Ambusher]]/[[Small animal dissector]], and [[Trapper]]/[[Marksdwarf]] |
*Metalsmith - [[Weaponsmith]]/[[Armorsmith]]/[[Metalsmith]], [[Metal crafter]], and [[Furnace operator]] | *Metalsmith - [[Weaponsmith]]/[[Armorsmith]]/[[Metalsmith]], [[Metal crafter]], and [[Furnace operator]] | ||
*Jeweler - [[Gem cutter]] and [[Jeweler]] | *Jeweler - [[Gem cutter]] and [[Jeweler]] |