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Editing v0.34:Immigration
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== Labor preferences == | == Labor preferences == | ||
− | Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. | + | Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. |
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]]. | Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]]. | ||
As of v0.34.03, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]]. | As of v0.34.03, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]]. | ||
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== Historical migrants == | == Historical migrants == | ||
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If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland, he will "report" your population, and if that number exceeds the setting of the POPULATION_CAP option in [[d_init.txt]], no new migrants will be sent. You can stop migration by setting that cap to a number lower than the population at the time of the last liaison visit. If births or immigration put you over the limit after the liaison visited, you will still receive migrants, because only the reported population is taken into account. | If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland, he will "report" your population, and if that number exceeds the setting of the POPULATION_CAP option in [[d_init.txt]], no new migrants will be sent. You can stop migration by setting that cap to a number lower than the population at the time of the last liaison visit. If births or immigration put you over the limit after the liaison visited, you will still receive migrants, because only the reported population is taken into account. | ||
− | The first two immigrant waves are hardcoded so you will always receive them, and if you have fewer than 4 dwarves POPULATION_CAP is ignored | + | The first two immigrant waves are hardcoded so you will always receive them, and if you have fewer than 4 dwarves POPULATION_CAP is ignored {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same. |
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s. Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter BABY_CAP in order to limit births. | It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s. Additionally, POPULATION_CAP affects only migration, it has no effect on pregnancies. You will need to alter BABY_CAP in order to limit births. | ||
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To reiterate, '''the population cap is not a hard limit on the number of dwarves in your fortress'''; It is a soft cap on immigration that only is checked when a liaison successfully reports back to your home civ. If a player is as little as 1 dwarf under their population cap when the liaison leaves, they will be eligible for a full year of normal immigration. As such, it is recommended that players set their population cap at 20-30 dwarves below the number of dwarves they actually want in their fort. | To reiterate, '''the population cap is not a hard limit on the number of dwarves in your fortress'''; It is a soft cap on immigration that only is checked when a liaison successfully reports back to your home civ. If a player is as little as 1 dwarf under their population cap when the liaison leaves, they will be eligible for a full year of normal immigration. As such, it is recommended that players set their population cap at 20-30 dwarves below the number of dwarves they actually want in their fort. | ||
− | There is | + | There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all.{{Verify}}{{Bug|2922}} |
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==Immigration mechanics== | ==Immigration mechanics== | ||
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'''Very Good Migrants''' | '''Very Good Migrants''' | ||
− | -''[[Weaponsmith]]s'', the higher skill the better. Of course, a weaponsmith becomes "meh" | + | -''[[Weaponsmith]]s'', the higher skill the better. Of course, a weaponsmith becomes "meh" |
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-''[[Armorsmith]]s'', technically even more useful than a weaponsmith. | -''[[Armorsmith]]s'', technically even more useful than a weaponsmith. | ||
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-''[[Miner]]s'', always useful unless your fort is more than mature. | -''[[Miner]]s'', always useful unless your fort is more than mature. | ||
− | + | -High skill ''[[Planter]]''. Always useful to <s>flood your fortress with even more plump helmets</s> make large amounts of flour and useful. | |
− | -High skill ''[[ | ||
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-High skill ''[[Cook]]''. Will quickly boost your fortress's value. | -High skill ''[[Cook]]''. Will quickly boost your fortress's value. | ||
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-Soldiers. Nearly always useful: if you don't have some you can make your militia, and if you have some they will be reservists, in case something [[fun]] happens to the militia. | -Soldiers. Nearly always useful: if you don't have some you can make your militia, and if you have some they will be reservists, in case something [[fun]] happens to the militia. | ||
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-''[[Strand extractor]]''. Yes, it's something that can be done unskilled, but skilled strand extractors are quick, and strand extraction is SLOW. | -''[[Strand extractor]]''. Yes, it's something that can be done unskilled, but skilled strand extractors are quick, and strand extraction is SLOW. | ||
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-High skill ''[[Metal crafter]]s''. Do you want to fill the next caravan with *silver mugs* ? Now you can ! | -High skill ''[[Metal crafter]]s''. Do you want to fill the next caravan with *silver mugs* ? Now you can ! | ||
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-High skill ''[[Engraver]]s'', ''[[Stonecrafter]]s'', ''[[Glassmaker]]s'' or ''[[Potter]]s'': Generally quite useful, most especially engravers who take quite a while to train. | -High skill ''[[Engraver]]s'', ''[[Stonecrafter]]s'', ''[[Glassmaker]]s'' or ''[[Potter]]s'': Generally quite useful, most especially engravers who take quite a while to train. | ||
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-High skill ''[[Healthcare]]'' dwarves are always useful, for trying to save that one beloved soldier faster. | -High skill ''[[Healthcare]]'' dwarves are always useful, for trying to save that one beloved soldier faster. | ||
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-''[[Mechanic]]s'' are always useful, and high quality mechanisms makes your machinery run smoother as well. | -''[[Mechanic]]s'' are always useful, and high quality mechanisms makes your machinery run smoother as well. | ||
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-''[[Peasant]]s. No, they are not useless: with peasants you can train them in a moodable skill and somewhat control the artifacts your fortress will produce. Also, they make good haulers. (But this is less important because you probably have 20 idlers already) | -''[[Peasant]]s. No, they are not useless: with peasants you can train them in a moodable skill and somewhat control the artifacts your fortress will produce. Also, they make good haulers. (But this is less important because you probably have 20 idlers already) | ||
− | + | -''[[Jeweler]]s. Eh. It just doesn't produce much value, and gems are only useful for moods and as a | |
− | -''[[Jeweler]]s. Eh. It just doesn't produce much value, and gems are only useful for moods and as a | + | -''[[Farmers]]s. Can be put to use but generally not very useful, unless they have a high skill. Though if you like gems, it will probably be higher. |
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− | -''[[ | ||
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-''[[Animal trainer]]s. If you train a lot of animals, however, they become good migrants. | -''[[Animal trainer]]s. If you train a lot of animals, however, they become good migrants. | ||
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-''[[Ambusher]]s''. They usually come with marksdwarf skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[fun]]. | -''[[Ambusher]]s''. They usually come with marksdwarf skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[fun]]. | ||
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-''[[Bowyer]]''. Weaponsmiths can do everything bowyers can do. Well, they can be useful in a low-metal or no-metal fortress. May be also an useless migrant. | -''[[Bowyer]]''. Weaponsmiths can do everything bowyers can do. Well, they can be useful in a low-metal or no-metal fortress. May be also an useless migrant. | ||
− | '''Useless Migrants''', also known as '' | + | '''Useless Migrants''', also known as ''oh look, a legendary cheesemaker! let's put it in the military ASAP!'' |
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+ | -''[[Cheesemaker]]s''. You know them, you love them. If you actually bother to milk animals and make cheese it may just be what you want, but... | ||
-''[[Milker]]s''. See cheesemaker. | -''[[Milker]]s''. See cheesemaker. | ||
− | + | -''[[Fisherman]]'' and ''[[Fish cleaner]]s''. You mean your plump helmet farms aren't overproducing already ? Though fishermen tend to fall prey to [[carp]] accidents on their own. Can be useful in case you want to produce even more food, or are in an island/ocean fort. | |
− | -''[[ | + | -''[[Woodcrafter]]''. Also, the only decent use for a woodcrafter is making quality (hopefully) [[enormous corkscrew]]s to sell to the caravan, in case you have |
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− | -''[[Woodcrafter]]''. | ||
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-''[[Potash maker]]'', ''[[Lye maker]]'', ''[[Soaper]]'', ''[[Wood burner]]''. Oh wow. At least you'll have another guy to your soap industry, but it's not like you can activate soaper, lye maker and wood burners on a few idlers right ? | -''[[Potash maker]]'', ''[[Lye maker]]'', ''[[Soaper]]'', ''[[Wood burner]]''. Oh wow. At least you'll have another guy to your soap industry, but it's not like you can activate soaper, lye maker and wood burners on a few idlers right ? | ||
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-''[[Dyer]]''... when was the last time you dyed some cloth ? | -''[[Dyer]]''... when was the last time you dyed some cloth ? | ||
− | + | -''[[Children]]'' and ''[[babies]]'. At least you will have a peasant. In a long, long time. | |
− | -''[[Children]]''. At least you will have a peasant. In a long, long time. | ||
'''Completely Useless Migrants''', also known as ''Can I toss them in the volcano please ?'' | '''Completely Useless Migrants''', also known as ''Can I toss them in the volcano please ?'' | ||
-''[[Animal dissector]]s'', and yes you SHOULD toss them into that volcano. | -''[[Animal dissector]]s'', and yes you SHOULD toss them into that volcano. | ||
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-''[[Fish dissector]]s'' *facepalm* | -''[[Fish dissector]]s'' *facepalm* | ||
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-''[[Trapper]]s''. The only redeeming thing is that they tend to come with marksdwarf or animal trainer skill. | -''[[Trapper]]s''. The only redeeming thing is that they tend to come with marksdwarf or animal trainer skill. | ||
− | + | -''[[Animal caretaker]]s'', although they are bugged at the moment and will become more useful | |
− | -''[[Animal caretaker]]s'', although they are bugged at the moment and will become more useful | ||
{{Category|Dwarves}} | {{Category|Dwarves}} |