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Editing 40d:Immigration
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'''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration. | '''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration. | ||
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived. | Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived. | ||
− | If there is no meeting zone they will simply sit at the edge of the map until their "migrant" status fades and they find a [[job]]. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z- | + | If there is no meeting zone they will simply sit at the edge of the map until their "migrant" status fades and they find a [[job]]. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your [[fortress]], they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one. |
By default, immigration will stop when your fortress reaches 200 or more, but you can change this in the [[init.txt]] file. It will take several years to reach this number, assuming you want to reach it at all. Once your population falls below this number, immigration will begin again. | By default, immigration will stop when your fortress reaches 200 or more, but you can change this in the [[init.txt]] file. It will take several years to reach this number, assuming you want to reach it at all. Once your population falls below this number, immigration will begin again. | ||
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== How immigration is calculated == | == How immigration is calculated == | ||
− | Immigration figures are | + | Immigration figures are based on your fortress's total "Created [[Wealth]]", ''as reported by the Autumn dwarven [[caravan]].'' 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, and this will seriously hurt your chances for immigration. Later, if they fail to make it off your map, then the previous year's caravan report is used to determine this year's figures.{{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. If this reduces the number of immigrants, the message announcing the seasonal immigrants will include comments to this effect. |
− | Created Wealth is visible on the Status ( | + | Created Wealth is visible on the Status (['''z''']) screen once you get a [[broker]] with the [[appraiser]] skill). 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 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. Forbidden items are included in your wealth "properly" as of [http://www.bay12games.com/dwarves/dev_now.html 09/02/2008]. |
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+ | It is not a hard formula - identical fortresses with identical created wealth will tend to get more or less based on that wealth, but can experience some differences in the exact number arriving. The wealth seems to create a target number, and the exact number of immigrants varies around that target. | ||
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 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 | + | 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? == | ||
− | Usually you have to wait until the dwarven [[caravan]] arrives - and leaves alive - in | + | Usually you have to wait until the dwarven [[caravan]] arrives - and leaves alive - in Autumn to start the immigrants on their way. If the caravan reports a high Created Wealth ''(of perhaps over 60,000? - an approximate number, there is no hard formula or known cutpoint)'', you can expect to receive maybe eight or more migrants in Winter after the Caravan, and/or more in the Spring following. If your dwarves are extremely productive, immigration can occur before the caravan arrives, in [[Autumn]] or even in [[Summer]] of your first year. Even with low created wealth, immigration does usually begin in Spring of the second year on. |
− | Migrants seem to have a greater tendency to arrive in Spring and in greater numbers, but can arrive in any season. | + | Migrants seem to have a greater tendency to arrive in [[Spring]] and in greater numbers, but can arrive in any season. |
==Immigrants' skills== | ==Immigrants' skills== | ||
Migrants are never very skilled. They arrive with one of the following mixes: | Migrants are never very skilled. They arrive with one of the following mixes: | ||
:* [[Peasant]]s - No skills at all | :* [[Peasant]]s - No skills at all | ||
− | :* Novice level (level | + | :* Novice level (level 6) of two or three related skills from a single [[profession]] |
− | :* A (no adjective) level (level | + | :* A (no adjective) level (level 7) of a single [[skill]] |
− | :* A [[Soldier]] - Novice level each of [[wrestler]], [[armor user]], one [[Weapons#Weapon & Military Skills|weapon skill]] (and | + | :* A [[Soldier]] - Novice level each of [[wrestler]], [[armor user]], one [[Weapons#Weapon & Military Skills|weapon skill]] (and shield user if not a [[marksdwarf]]) |
Migrants will sometimes bring their unskilled [[spouse]]s, [[child]]ren, and even their [[pet]] [[animal]]s. Children can perform some jobs, and will slowly grow to become adults, and any adult dwarf can be given any job, and eventually learn that [[skill]] while performing that [[labor]]. | Migrants will sometimes bring their unskilled [[spouse]]s, [[child]]ren, and even their [[pet]] [[animal]]s. Children can perform some jobs, and will slowly grow to become adults, and any adult dwarf can be given any job, and eventually learn that [[skill]] while performing that [[labor]]. | ||
=== How to influence the types of dwarves that immigrate === | === How to influence the types of dwarves that immigrate === | ||
− | + | Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}} | |
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+ | The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have [[human]]s in their armies, that were previously snatched from you!) | ||
− | + | [[Soldiers]] will only arrive if you have made their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[carpenter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.{{verify}} | |
− | When you meet certain requirements in your outpost, like population or created wealth, some [[ | + | When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]]. |
==Immigrant's equipment== | ==Immigrant's equipment== | ||
− | A migrant may not always come with the necessary equipment to perform their jobs. For example, a [[Wood cutter]] may or may not come with a [[battle axe]]. [[ | + | A migrant may not not always come with the necessary equipment to perform their jobs. For example, a [[Wood cutter]] may or may not come with a [[battle axe]]. [[Soldiers]] may appear with only the clothes on their back, or geared up in full steel armor and weapon. Rarely, a migrant may come with equipment they ''don't'' need to do their jobs - for example, a [[Carpenter]] may come with a [[battle axe]]. |
== What are the drawbacks to immigration? == | == What are the drawbacks to immigration? == | ||
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Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace. | Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace. | ||
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== How can I curb immigration? == | == How can I curb immigration? == | ||
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Several immigration messages are possible: | Several immigration messages are possible: | ||
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* ''Some migrants have arrived.'' | * ''Some migrants have arrived.'' | ||
: This is the normal message. | : This is the normal message. | ||
* ''Some migrants have arrived, despite the danger.'' | * ''Some migrants have arrived, despite the danger.'' | ||
: This occurs if there are many deaths but not enough to stop immigration. | : This occurs if there are many deaths but not enough to stop immigration. | ||
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* ''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.'' | * ''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.'' | ||
− | : | + | : Appears to be caused by a lot of deaths (80+?) yet with a fortress wealthy enough (2.5 million?) to attract immigrants anyway. |
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* ''No one even considered making the journey to such a cursed death-trap this season.'' | * ''No one even considered making the journey to such a cursed death-trap this season.'' | ||
− | : | + | : Very large numbers of deaths at a fortress can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap! Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next [[season]]. |
== Migrants in [[Adventure Mode]] == | == Migrants in [[Adventure Mode]] == | ||
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It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]]. | It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]]. | ||
− | + | [[Category:Dwarves]] | |
− | + | [[Category:World]] | |
{{Starting FAQ}} | {{Starting FAQ}} |