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	<updated>2026-06-24T14:26:02Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Town&amp;diff=223386</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Town&amp;diff=223386"/>
		<updated>2016-02-15T07:14:18Z</updated>

		<summary type="html">&lt;p&gt;Fixeroferror: /* Criminal organisations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Town''' can refer to either of the following:&lt;br /&gt;
* A [[fortress]] that has reached a certain population level.&lt;br /&gt;
* A [[site]] usually inhabited by [[human]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
Adventurers spend much quality time in towns. They come to buy, sell, talk to the people, nobles and divine creatures that live there and occasionally to kill those who have invited their wrath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keep ===&lt;br /&gt;
[[File:W3town111.png|thumb|Town from Dwarf Fortress Development Blog]]&lt;br /&gt;
In the middle of the town is a walled stronghold held by many soldiers. Inside of the keep can be found a Lady, other high nobility, Men-at-arms willing to follow you into death, and well guarded treasure. Under the keep is a [[dungeon]], a dangerous but rewarding place to wander.&lt;br /&gt;
&lt;br /&gt;
=== Town ===&lt;br /&gt;
[[File:TownSquare2.jpg|thumb|Typical Town Thoroughfare]]&lt;br /&gt;
Outside of the Keep is the realm of the bourgeoisie, who usually trade in vast Markets or districts of shops. Many stray domesticated animals roam through the muddy streets. Other buildings of unknown use exist in a town, such as the [[temple]] and warehouse. Below is a list of different shops found in a city. Some cities will not have all of the shops, and a player may have to travel to a different city to browse the wares of an Armor Smith.&lt;br /&gt;
&lt;br /&gt;
The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are currently produced in any significant numbers.  Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials can spring up.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* Clothiers Imports&lt;br /&gt;
* Woven Clothing Shop&lt;br /&gt;
* Cloth Shop&lt;br /&gt;
* Leather Clothing Shop&lt;br /&gt;
* Leather Shop&lt;br /&gt;
* Bone Carver's Shop&lt;br /&gt;
* Food Imports&lt;br /&gt;
* General Imports&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* Carpenter's Shop&lt;br /&gt;
* Metal Furniture shop&lt;br /&gt;
* Stone Furniture shop&lt;br /&gt;
* Gem Cutters shop&lt;br /&gt;
* Armorsmiths shop&lt;br /&gt;
* Bowyer's Shop&lt;br /&gt;
* Weaponsmiths shop&lt;br /&gt;
&lt;br /&gt;
In a Market one can find:&lt;br /&gt;
* Imported Goods&lt;br /&gt;
* Imported Food&lt;br /&gt;
* Imported Clothing&lt;br /&gt;
* Meat&lt;br /&gt;
&lt;br /&gt;
=== Subterranea ===&lt;br /&gt;
&lt;br /&gt;
Below a Town are the [[sewer]]s, accessible via several difficult to find locations in the streets above or from nearby waterways.&lt;br /&gt;
[[Catacomb]]s also reside below [[temple]]s. Both the Sewers and Catacombs may connect up with the [[Dungeon]]. Entrances to the sewers are identified along with shops and houses in the fast travel map when you are in the vicinity of one.&lt;br /&gt;
&lt;br /&gt;
=== Criminal organisations ===&lt;br /&gt;
&lt;br /&gt;
Most towns have '''Criminal Organisations''', formed by collections of outcasts. They are led by someone called the '''&amp;quot;[[Boss]]&amp;quot;'''. Criminal organisations can take over the [[dungeon]] town keep or the catacombs, but they don't tend to attack players or do anything hostile.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed towns ===&lt;br /&gt;
[[File:Destroyedtown2.jpg|thumb|Ruins of a town before the gates of an abandoned keep]]&lt;br /&gt;
In time some towns will be brought to ruin. These become desolate wastelands where all of the peasants and merchants still living in the wreckage will attack you, perhaps out of fear, perhaps to stop you from looting the keep, where many fine objects lie unguarded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 heights=30 &amp;gt;&lt;br /&gt;
File:Destroyed.jpg|Legend's entry about town being sacked&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=both /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;/div&gt;</summary>
		<author><name>Fixeroferror</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=223368</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=223368"/>
		<updated>2016-02-14T03:07:08Z</updated>

		<summary type="html">&lt;p&gt;Fixeroferror: The first two migration waves have not been hardcoded to appear for a while now, and do not appear if you have the cap set to 7 dwarves, for example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:33, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time once per season. Smaller migrant waves of 2 to 10 arrive in early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ 77]). Each group of migrants will often include domestic animals, including both pets and stray livestock. Many also include [[child]]ren. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
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 in fortress mode like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
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 affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
&lt;br /&gt;
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 STRICT_POPULATION_CAP in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if it has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
If your fortress does not have a meeting hall, 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.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Fixeroferror</name></author>
	</entry>
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