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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]]. | ||
− | + | Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on "high master", albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. The use of programs such as [[utilities|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can greatly decrease the time taken to check each dwarf's skills. | |
− | + | As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[init.txt]]. | |
== Historical migrants == | == Historical migrants == | ||
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==Limiting/preventing immigration== | ==Limiting/preventing immigration== | ||
− | 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 | + | 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 then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}} |
− | 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 | + | 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 still allows babies to be born. You will need to alter BABY_CAP in order to change it. |
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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One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all. | One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all. | ||
− | Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here | + | Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here]. |
==Adventure mode== | ==Adventure mode== | ||
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You might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. | You might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. | ||
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{{Category|Dwarves}} | {{Category|Dwarves}} |