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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-07T03:42:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=255421</id>
		<title>Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=255421"/>
		<updated>2020-10-24T03:17:58Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|03:18, 29 June 2013 (UTC)}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|color=7:7:1 &lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native aluminum]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11188}}&lt;br /&gt;
* [[Boiling point]] {{ct|14534}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2700&lt;br /&gt;
* Liquid [[density]] 2375&lt;br /&gt;
* [[Specific heat]] 900&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aluminum''' is a high value decorative metal used to create [[furniture]] and other objects but not forgable into [[weapon]]ry or [[armor]].&lt;br /&gt;
&lt;br /&gt;
With a [[material value]] of 40, aluminum is tied with [[platinum]] as the second-highest value [[metal]] in the game, after the stand-alone  [[adamantine]]. It also is the second lightest metal, again against [[adamantine]]. Its only [[ore]] is [[native aluminum]] and it is found only exceedingly rarely, appearing only in small [[cluster]]s and only in [[igneous extrusive]] [[stone layer]]s. &lt;br /&gt;
&lt;br /&gt;
==== Real World vs Dwarf Fortress: ====&lt;br /&gt;
&lt;br /&gt;
Aluminum is actually the most abundant metal in the Earth's crust, and the third-most abundant element, but in the Dwarf Fortress world can only be sourced from pure deposits; as aluminum is highly reactive, these are exceedingly rare. This matches the metal's real life account, as until the invention of the [[wikipedia:Hall–Héroult process|Hall–Héroult process]] (which utilizes electrolysis and is thus beyond the technology level of the setting) in 1886/1888 and easy metal extraction from [[bauxite]], aluminum was many times more valuable than gold. &lt;br /&gt;
&lt;br /&gt;
'''Trivia'''&lt;br /&gt;
&lt;br /&gt;
Napoleon III supposedly gave a banquet where his favored guests were given aluminum utensils, while the others had to make do with ordinary [[gold]]. When the tip of the Washington Monument in Washington DC was forged out of pure aluminum, it was (and remained until the invention of the above process) the largest single object made of metallic aluminum.&lt;br /&gt;
&lt;br /&gt;
[[File:Virgen de Quito Panecillo Detalle.jpg|thumb|center|300px|Aluminum statue.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Underworld&amp;diff=254023</id>
		<title>Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Underworld&amp;diff=254023"/>
		<updated>2020-07-24T19:08:23Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: minor reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
:''&amp;quot;Hidden fun stuff&amp;quot; and &amp;quot;HFS&amp;quot; redirects here. For other hidden content in the game, see [[easter eggs]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Underworld''' is the absolute bottom of the world, located below [[semi-molten rock]], reached by digging under the [[magma sea]] and breaching a hollow [[raw adamantine]] vein. &lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
[[File:Hell 4305.png|thumb|right|400px|A portion of the Underworld. The large red areas are eerie glowing pits, which go all the way to the lowest z-level in the map. Demons can be seen wandering through it.]]&lt;br /&gt;
A massive open cavern of [[slade]], the Underworld is decorated with giant, bottomless eerie glowing pits (which will instantly kill anything that falls into them, unless [[floor]]s are constructed over them) and serves as a home to [[demon]]s, who will immediately rush to the nearest exit they can find, typically leading to overwhelming amounts of [[fun]]. Breaching the Underworld serves as the end-game of [[dwarf fortress mode]] for those [[Stupid dwarf trick|daring enough]] to do so. In worlds without demons, goblins are locked away in their stead.&lt;br /&gt;
&lt;br /&gt;
The Underworld expands out in all directions without bound with a height varying between 1 and 4 [[z-level]]s. Its rough floor slopes up and down, making it possible to walk around and explore should you get an [[Adventurer mode|adventurer]] down there. If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.&lt;br /&gt;
&lt;br /&gt;
Demons spawn on the edges of the Underworld much like animals do on the surface; demons thus spawned will be content to meander  without going out of their way to extinguish all life they can reach. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered,&amp;quot; a descriptor usually reserved for [[ant]]s, [[worm]]s, and other omnipresent [[vermin]]. Clusters of [[web]]s can be found scattered across the Underworld's surface, marking the presence of demons able to spew webs as a form of combat.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Upon first discovery, the place is referred to as an ''eerie cavern''. Nearly all other references in the game, including dialogues and descriptions, call it ''Underworld'' or ''underworld''.&lt;br /&gt;
&lt;br /&gt;
'''Hell''' is a popular alternative name among DF players due to its hellish overtones, but it is rarely referred to as such in-game. ''Hell'' is included in the game's [[language]]s, and generated names for people, sites, regions, etc., can contain the word ''hell''. When the Underworld and its contents are spoken of in the context of spoilers, players frequently use the term &amp;quot;'''Hidden Fun Stuff'''&amp;quot; ('''HFS''') or the &amp;quot;'''circus'''&amp;quot; (with demons nicknamed &amp;quot;clowns&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Reaching the Underworld ==&lt;br /&gt;
&lt;br /&gt;
[[File:underworld.png|thumb|right|400px|Not the best vacationing spot.]]Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi-molten rock which cannot be cleared by digging, but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. In fortress mode, there are two ways through the impassable layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' [[Raw adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into the Underworld. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into the Underworld, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located at a different height - the risk is all part of the [[fun]]. Adamantine veins always seem to end in mid-air, so once you breach the final layer, you will face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
'''Channeling through semi molten rock:'''{{v|0.42.06}} It is possible to channel into semi-molten rock (and, to a lesser extent, slade) from above, as long as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure that killed one dwarf per level, but now it is possible to channel directly into the underworld without losing a dwarf, though the miner tapping it will likely get killed by demons or drop into an eerie glowing pit. The difference is that, in older versions, the miner was placed onto the magma flow, but now they are placed under the magma flow, and can channel on.&lt;br /&gt;
&lt;br /&gt;
* Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)&lt;br /&gt;
* designate channels (d-h) from here down to the bottom of the map.&lt;br /&gt;
* The miner will first generate a downward ramp into the rock. Now build a hatch above this ramp.&lt;br /&gt;
* The miner walks down this ramp, and channels into the semi-molten rock, as the game only sees the granite upward slope.&lt;br /&gt;
* Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. He will proceed to channel down until he reaches the underworld, leaving magma flow tiles above him, as well as channel one level into slade. (if he survives long enough)&lt;br /&gt;
* You now have a chute - blocked by magma flow floors - into the underworld. By constructing up/down stairways, you can build a stairway into the underworld (the magma flow is removed in that process).  &lt;br /&gt;
* If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (except the &amp;quot;wildlife&amp;quot;-demons), and you might even be able to save the miner, if you build the stairway before he starves to death. &lt;br /&gt;
* As both magma-free pillars and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit - use zones ({{K|i}}) to find solid slade floor and prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png|thumb|405px|Announcement upon revealing the Underworld]]&lt;br /&gt;
&lt;br /&gt;
Regardless of the method of breaching, you will receive an announcement upon piercing the Underworld. One step later, you will get a second announcement: '''''&amp;quot;Horrifying screams come from the darkness below!&amp;quot;''''' At this point, a ''massive'' number of demons will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
&lt;br /&gt;
In adventure mode, one may find huge slade [[underworld spire]]s built as gateways to the Underworld. The lowermost levels of these structures indeed lead directly into the Underworld, with several demons waiting below.&lt;br /&gt;
&lt;br /&gt;
== Invading the Underworld ==&lt;br /&gt;
&lt;br /&gt;
Assuming you survive the initial onslaught, you may then proceed to explore the newly discovered land. The most impressive example of this feat is recorded by Sethatos in [http://www.bay12forums.com/smf/index.php?topic=156319.msg6814181#msg6814181 Archcrystal]. Dwarves of the highest skill are recommended.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Arôloram&lt;br /&gt;
| elvish  = Tariteyo&lt;br /&gt;
| goblin  = Sumspabuzong&lt;br /&gt;
| human   = Ngironra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
{{Category|HFS}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=254022</id>
		<title>Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=254022"/>
		<updated>2020-07-24T19:05:28Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
{{Distinguish|Slate}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Demonic fortress|Curious structure]]s (now removed), [[underworld spire]]s and [[vault]]s are also made entirely of slade.&lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' heavy - according to the density specified in the raws (200 grams per cubic centimeter, about the density of the core of the sun!), a single boulder weighs around '''20 metric tons'''; by comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons (and takes a ''very'' long time to haul) - making slade around ''9.348 times as dense as platinum'', and thus the heaviest material in the game.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, it is not possible to mine through revealed slade walls, however, if it is unrevealed, a miner can dig up into it from below by designating an up/down stair and standing on an appropriate up stair. Normally, there is no way to get underneath slade to do this. However, a [http://www.bay12forums.com/smf/index.php?topic=108189.0 method] has been discovered (see below) to allow tunneling through an eerie pit by [[exploit]]ing collapsed magma flows and getting under the slade cavern floor of Hell. It appears to be like any other stone when mined. Due to the extreme weight, dwarves hauling it move very slowly.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of this extremely dense material in Arena mode - tests show that weapons and armor made out of this superdense rock are at least comparable to, if not stronger than even adamantine.&lt;br /&gt;
&lt;br /&gt;
Slade has a natural immunity to [[dragonfire]] since it does not have a specific heat or any state change temperatures defined in the raws.&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mining Slade ==&lt;br /&gt;
&lt;br /&gt;
'''How to mine Slade:'''&lt;br /&gt;
&lt;br /&gt;
Step 1. Construct (do not dig) a down stair directly above some unrevealed slade.&lt;br /&gt;
&lt;br /&gt;
Step 2. Dig an up stair directly below the down stair.&lt;br /&gt;
&lt;br /&gt;
It is best to build one down stair, then dig the slade beneath it before building more stairs, because digging one staircase will prematurely reveal the slade below any other constructed staircases, rendering it unminable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Old method:'''  &lt;br /&gt;
  &lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=108189.0 Original Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=urM19dQrsJ4 Video Demonstration Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Hcalni8h8Ak Video Demonstration Part 2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact mechanics at work here are not fully understood. When a dwarf descends through an opening in the Eerie Glowing Pits, the game seems to generate new stone layers in the unrevealed area below. These generated stone layers are a copy of the stone type directly above them. The unrevealed layer will change to become the same as a construction built directly above. Testing has shown that this transformation may only occur once, the first time a dwarf descends below the surface of the Eerie Glowing Pit. A diorite block floor constructed on the slade cavern floor will create diorite rough hewn walls beneath the slade layer. It is also possible to use rare or useful stone to duplicate them. If you build a rough raw adamantine floor over the slade cavern floor, you will find raw adamantine below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1. Find a location with accessible unrevealed SMR (Semi-Molten Rock) above Hell and an Eerie pit tile adjacent to a slade cavern floor. You'll want the magma flow tile directly above it. You'll need enough room to engineer a cavern collapse to drop a floor down and land it in the Eerie Pit tile.&lt;br /&gt;
&lt;br /&gt;
Step 2. Prepare the drop site in Hell. Construct a normal floor over the Eerie pit tile. The Magma Flow tile will land here.&lt;br /&gt;
&lt;br /&gt;
Step 3. Prepare the drop shaft in the SMR. Unlike the long difficult method of [[semi-molten rock|tunnelling]] through SMR, once you are in the underworld, you can construct scaffolding up to the unrevealed ceiling and dig staircases from bottom to top through Semi Molten Rock with no problems. Don't mine through the magma flow tile. You need it for the next steps. Channel out the stairs from top to bottom to leave an open shaft with nothing in it. Remove all scaffolding in the way between the Magma flow tile on top and the constructed floor over the [[Hell|Eerie Glowing Pit]].&lt;br /&gt;
&lt;br /&gt;
Step 4. Prepare a Cave-in above the Magma flow tile. Build a support directly on the Magma Flow tile and construct a floor on top of it. Then make sure its disconnected and supported only from underneath. Link the support pillar to a lever.&lt;br /&gt;
&lt;br /&gt;
Step 5. Prepare the mining area. This is the most important step. You'll only be able to mine slade and duplicate stone in area that have constructed floors. You need to build constructed floors over the slade cavern floor over the entire area you plan to mine slade from. Floor over the entire area before you continue. It may not be possible to convert anymore unrevealed tiles after you begin. Use High value materials like iron ore or raw adamantine to pave the floors with. They will be duplicated and can be mined out for profit.&lt;br /&gt;
&lt;br /&gt;
Step 6. Pull the lever to trigger the cave-in, the Magma Flow tile will fall down and crash through the constructed floor above the Eerie pit. This will punch an 'open space' hole in the Eerie Pit. &lt;br /&gt;
&lt;br /&gt;
Step 7. Get a miner in there. Do whatever you can to get a miner to drop into that open space. I have him stand on a constructed staircase and remove it while standing on top. He will fall one Z-level and be stuck below.&lt;br /&gt;
&lt;br /&gt;
Step 8. Use the stuck miner to build a constructed floor on an adjacent Eerie pit tile. This gives him a place to stand. &lt;br /&gt;
&lt;br /&gt;
Step 9. Make him build an upstair on the magma flow tile then remove it. the magma flow tile will be gone and replaced with a normal stone or soil cavern floor&lt;br /&gt;
&lt;br /&gt;
Step 10. Make him channel straight down from where that magma flow was. Go as deep as you want, the bottom Z level of the map should be very close though. Start to mine out the area. You'll find you can only mine out as far as you've built the constructed floors from Step 5..&lt;br /&gt;
&lt;br /&gt;
Step 11. Mine or build upstairs every other tile. Extend those stairs upward to just under the floor above. The upper Z-level, just under the cavern floor will not be changed into natural stone. It will remain slade and can be mined from below.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* Jewelers may randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=252818</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=252818"/>
		<updated>2020-05-29T04:21:09Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Useless Migrants (F) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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, bypassing the two hardcoded migrant waves. 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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valuable&amp;quot; skills can be thought of in three categories - those that produce better [[quality]] items, those that perform tasks faster or more efficiently, and those that simply cannot be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful unless your fortress is ''very'' well developed. A high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale. How else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood. Stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not then they are just as valuable as peasants (see next the category). &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s, [[Miller]]s, [[Thresher]]s: None of these labors have quality levels, but the increase in production speed can be highly profitable for a [[metal]], [[flour]] or [[textile industry]], respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Both of these laborers require [[sand]] or [[clay]] in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level, which can be tedious to train. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cut [[diamond]] cabochons on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept) unless they appear later on. If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s, [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but they're still not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Clothier]]s: It's often much easier just to obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, since these industries are very complex and require much setup.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. &lt;br /&gt;
&lt;br /&gt;
Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees if you just ignore those pointless peasantish skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead if vermin are threatening your stockpiles. They do tend to come with the marksdwarf or animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=252817</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=252817"/>
		<updated>2020-05-29T04:19:53Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Peasants (F) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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, bypassing the two hardcoded migrant waves. 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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valuable&amp;quot; skills can be thought of in three categories - those that produce better [[quality]] items, those that perform tasks faster or more efficiently, and those that simply cannot be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful unless your fortress is ''very'' well developed. A high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale. How else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood. Stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not then they are just as valuable as peasants (see next the category). &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s, [[Miller]]s, [[Thresher]]s: None of these labors have quality levels, but the increase in production speed can be highly profitable for a [[metal]], [[flour]] or [[textile industry]], respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Both of these laborers require [[sand]] or [[clay]] in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level, which can be tedious to train. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cut [[diamond]] cabochons on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept) unless they appear later on. If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s, [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but they're still not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Clothier]]s: It's often much easier just to obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, since these industries are very complex and require much setup.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. &lt;br /&gt;
&lt;br /&gt;
Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees if you just ignore those pointless peasantish skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead. They do tend to come with the marksdwarf or animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=252816</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=252816"/>
		<updated>2020-05-29T04:19:18Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* The Migrant Tier List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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, bypassing the two hardcoded migrant waves. 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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valuable&amp;quot; skills can be thought of in three categories - those that produce better [[quality]] items, those that perform tasks faster or more efficiently, and those that simply cannot be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
&lt;br /&gt;
==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
&lt;br /&gt;
==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful unless your fortress is ''very'' well developed. A high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale. How else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
&lt;br /&gt;
*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood. Stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not then they are just as valuable as peasants (see next the category). &lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s, [[Miller]]s, [[Thresher]]s: None of these labors have quality levels, but the increase in production speed can be highly profitable for a [[metal]], [[flour]] or [[textile industry]], respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Both of these laborers require [[sand]] or [[clay]] in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level, which can be tedious to train. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cut [[diamond]] cabochons on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept) unless they appear later on. If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s, [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but they're still not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Clothier]]s: It's often much easier just to obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, since these industries are very complex and require much setup.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Peasants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. &lt;br /&gt;
&lt;br /&gt;
Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees if you just ignore those pointless peasantish skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead. They do tend to come with the marksdwarf or animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=251993</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=251993"/>
		<updated>2020-03-27T22:21:37Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:43, 18 April 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[Status]] Screen ({{key|z}}). During game-play in fortress mode, however, the layout of the date is YY-MM-DD. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating. By default, the world will stop genning at year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian equivalent (northern hemisphere)&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Gregorian equivalent (southern hemisphere)&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 5em; text-align: center&amp;quot; | [[Caravan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; | [[Elf|Elven]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; text-align: center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''None*''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you have modded the game to not be at war with the [[goblin]]s or [[kobold]]s, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals. If you do, then they will send caravans every season, including winter.&lt;br /&gt;
&lt;br /&gt;
There are also full moons on certain fixed dates every year.  [[Werebeasts]] will transform into their werebeast form on these days:&lt;br /&gt;
&lt;br /&gt;
*25th Granite &lt;br /&gt;
*23rd Slate &lt;br /&gt;
*21st Felsite &lt;br /&gt;
*19th Hematite &lt;br /&gt;
*17th Malachite &lt;br /&gt;
*15th Galena &lt;br /&gt;
*13th Limestone &lt;br /&gt;
*10th Sandstone &lt;br /&gt;
*8th Timber &lt;br /&gt;
*6th Moonstone &lt;br /&gt;
*4th Opal &lt;br /&gt;
*2nd Obsidian &lt;br /&gt;
*28th Obsidian&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Age.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
==== Great Powers in Control ====&lt;br /&gt;
If there are more than 3 significant powers (historical figures with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s) in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes. If there are 3 or fewer, then it will progress through the various Ages of Powers.&lt;br /&gt;
&lt;br /&gt;
;The Age of Myth&lt;br /&gt;
: The number of living powers and megabeasts is at least 2/3 of what it was when the world began.&lt;br /&gt;
:: ''The Age of Myth was a time when living gods and mighty beasts still held sway.''&lt;br /&gt;
;The Age of Legends&lt;br /&gt;
: The number of living powers and megabeasts is at least 1/3 of what it was when the world began.&lt;br /&gt;
:: ''The Age of Legends was a time when the powers of the world were fading.''&lt;br /&gt;
;The Age of Heroes&lt;br /&gt;
: The number of living powers and megabeasts is greater than zero.&lt;br /&gt;
:: ''The Age of Heroes was a time when the last of the powers fought their final battles.''&lt;br /&gt;
&lt;br /&gt;
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to ''regress'' back to Heroes, Legends or in slightly extreme cases even Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
;The Age of Three Powers&lt;br /&gt;
: Exactly three powers are alive in the world. If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.&lt;br /&gt;
:: ''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&lt;br /&gt;
;The Age of (Race) and (Race)&lt;br /&gt;
;The Age of Two (Race)s&lt;br /&gt;
: Exactly two powers are alive in the world.&lt;br /&gt;
:: ''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&lt;br /&gt;
:: ''The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world.''&lt;br /&gt;
;The Age of (Name/Species)&lt;br /&gt;
: Exactly one power is alive in the world. The name style is selected randomly.&lt;br /&gt;
:: ''The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world.''&lt;br /&gt;
:: ''The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.''&lt;br /&gt;
:: ''The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.''&lt;br /&gt;
&lt;br /&gt;
==== No Great Powers ====&lt;br /&gt;
Once there are no powers left in the world, the ages will proceed as follows.&lt;br /&gt;
&lt;br /&gt;
;The Age of (Race)&lt;br /&gt;
;The (Racial) Age&lt;br /&gt;
:Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], and the majority are of one race. The name style is selected randomly.&lt;br /&gt;
:: ''The Age of Dwarves was a time when dwarves ruled the world.''&lt;br /&gt;
;The Golden Age&lt;br /&gt;
:Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but there is no single majority.&lt;br /&gt;
:: ''The Golden Age was a time when various civilized races peopled the world.''&lt;br /&gt;
;The Twilight Age&lt;br /&gt;
:Between 50% and 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]].&lt;br /&gt;
:: ''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
;The Age of Fairy Tales&lt;br /&gt;
:Over 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but some non-mundane ones still remain. Toady One's quote from 2008 devlog: &amp;lt;blockquote&amp;gt;&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
:: ''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&lt;br /&gt;
;The Age of Civilization&lt;br /&gt;
:All civilized creatures are mundane, and all semi-megabeasts have been vanquished.&lt;br /&gt;
:: ''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&lt;br /&gt;
;The Age of Death&lt;br /&gt;
:All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.&lt;br /&gt;
:: ''The Age of Death was a time after civilization had crumbled completely.''&lt;br /&gt;
;The Age of Emptiness&lt;br /&gt;
:All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers (i.e. all civilized creatures were wiped out before all powers).&lt;br /&gt;
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.''&lt;br /&gt;
:: ''The Age of Emptiness was a time when only simple creatures inhabited the world.''&lt;br /&gt;
&lt;br /&gt;
A world that ends generation in the Age of Death or the Age of Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250705</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250705"/>
		<updated>2020-02-20T16:32:54Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* The Migrant Tier List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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, bypassing the two hardcoded migrant waves. 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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if is not the first fort in the world.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, many players would want to stop what they are doing to check the migrants' skills and viability. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful unless your fortress is ''very'' well developed. A high mining skill can also be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, but a few skilled growers are probably better than a dozen unskilled ones.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s and wooden [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always a good idea to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] and [[wood]] are economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce a wide variety of products, such [[crafts]] and [[furniture]], out of glass, and these products are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decently low manufacturing price. Glazers complement potters and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product. Note that glassmakers require [[sand]], and potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are great for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High quality [[mechanism]]s can help your machinery run smoother, and they also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and lightweight [[armor]]. Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. Training gem cutters so they don't waste your rough valuable gems with poor cuts is also quite tedious. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cut [[diamond]] cabochons on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing uncontrolled dwarves and possible [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not entirely useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make good [[haul]]ers or just plain fodder.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[carpenter]]s, these dwarves make [[useless crap]] out of [[wood]], which is so worthless as a material you might as well not even bother. &lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed cloth? Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone. That's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows can be used as good blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another dwarf to add to your [[soap industry]], but you can easily just activate these labors on some random idlers to little to no ill effect. Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's much easier just to obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, since these industries are often very complex or require much setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. They do tend to come with the marksdwarf or animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=250702</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=250702"/>
		<updated>2020-02-20T16:03:48Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: made some tweaks here and there, sorry if the passive-aggressiveness was unwarranted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 21 November 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nobles''' are &amp;lt;s&amp;gt;snotty, good-for-nothing parasites&amp;lt;/s&amp;gt; [[Dwarf|dwarves]] elevated to a position of &amp;quot;rule&amp;quot; over your fortress. They provide a critical happiness bonus to unhappy and [[stress]]ed dwarves, who will yell at or cry on the nobles, and are also responsible for interacting with [[outpost liaison]]s. Nobles who can perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]] or [[Militia commander|commanding military positions]], are conjecturally known as '''utility nobles'''. Certain nobles are automatically elected by your fortress's citizenry, rising to ranks mostly outside of the player's control, while others can be directly appointed by the player, and can be promoted, demoted and replaced at any time. &lt;br /&gt;
&lt;br /&gt;
Certain higher-rank nobles can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[room]]s and other personal goodies, such as [[cabinet]]s and [[armor stand]]s, and some of them are envious bastards and do not want a lesser dwarf to have a better room than them. If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful though, the death of a noble, especially a popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and the replacement noble may be ''even worse''. Furthermore, a fortress lacking a noble ruler (such as a [[mayor]]) may be temporarily unable to appoint new nobles manually, including utility nobles, until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other non-utility noble. There is no benefit to having multiple of the same noble in the same fortress (except for [[militia captain]]s), so in the event you happen to have multiple [[baron]]s or similar, it is more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that nobles, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Landholding nobles have triggers defined in the &amp;quot;entity_default.txt&amp;quot; [[raws]]. Prior to v0.44.11, these triggers would activate the associated nobles directly; in the current version, these triggers allow the foundation of new [[holding]]s and the number of holdings activates the nobles instead.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
*'''Holdings''' - Minimum number of fortress [[holding]]s for this position to become available.{{v|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Land Holder'''&lt;br /&gt;
| '''Population'''&lt;br /&gt;
| '''Created Wealth'''&lt;br /&gt;
| '''Exported Wealth'''&lt;br /&gt;
| '''Holdings'''{{v|0.44.11}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
Meager FFFFE0&lt;br /&gt;
Modest FFFFC0&lt;br /&gt;
(blank) FFFFA0&lt;br /&gt;
Decent FFFF80&lt;br /&gt;
Fine FFFF60&lt;br /&gt;
Great FFFF40&lt;br /&gt;
Grand FFFF20&lt;br /&gt;
Royal FFFF00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] consort&amp;quot;. No privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Position'''&lt;br /&gt;
| width=5% | '''#'''&lt;br /&gt;
| '''Squad'''&lt;br /&gt;
| width=5% | '''Spouse'''&lt;br /&gt;
| width=5% | '''Heir'''&lt;br /&gt;
| '''Appointed By'''&lt;br /&gt;
| '''Replaced By'''&lt;br /&gt;
| width=5% | '''Pop Req'''&lt;br /&gt;
| width=7% | '''Wealth Req'''&lt;br /&gt;
| width=5% | '''Elected'''&lt;br /&gt;
| '''Lazy'''&lt;br /&gt;
| width=5% | '''Immunity'''&lt;br /&gt;
| width=5% | '''Econ Exempt'''&lt;br /&gt;
| width=5% | '''Military Screen Only'''&lt;br /&gt;
| '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Armok himself&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed noble selection==&lt;br /&gt;
Appointed nobles are chosen by the player via the {{k|n}}oble menu (though technically, in-universe they are being appointed by higher-ranking nobles; see below). There are certain skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager]]s use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker]]s most critically use the [[judge of intent]] and [[appraiser]] skill, among other [[social skill]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper]]s have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a noble, the new orders don't just descend from on high. Instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission]]s before any appointments can be made. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}}&lt;br /&gt;
(Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
&lt;br /&gt;
Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}} As of 0.42, new mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;many&amp;lt;/s&amp;gt; all players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=250481</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=250481"/>
		<updated>2020-02-13T16:34:51Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Appointed noble selection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 21 November 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nobles''', such as [[Broker]]s, [[Manager]]s, [[Bookkeeper]]s, [[Chief medical dwarf|Chief medical dwarves]], and [[Militia commander]]s, are elevated dwarves which can perform a specific task or duty unique to their position, such as managing work orders and [[trading]] with merchants. These nobles, which we'll conjecturally term as '''utility nobles''', can be irreplaceable stalwarts of the fortress, dutifully serving its citizens until the end of its days.&lt;br /&gt;
&lt;br /&gt;
But when players talk about &amp;quot;nobles&amp;quot;, they're often referring to the types of nobles who ''think'' they're irreplaceable stalwarts of the fortress, and they are soundly described below. &lt;br /&gt;
&lt;br /&gt;
'''Nobles''' are &amp;lt;s&amp;gt;snotty, good-for-nothing parasites&amp;lt;/s&amp;gt; [[Dwarf|dwarves]] elevated to a position to &amp;quot;rule&amp;quot; over your fortress. They provide a critical happiness bonus to unhappy and stressed dwarves, who yell at or cry on the nobles, providing a safety valve for your most stressed dwarves. They are also responsible for interacting with [[outpost liaison]]s. Some nobles may be player-appointable, like [[Mayor]]s, but they're often chosen by factors beyond the player's control, and sometimes select heirs for their positions. &lt;br /&gt;
&lt;br /&gt;
Some of them can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has a [[sheriff]] or [[captain of the guard]]. They are also aware of their social status and want expensive, well-furnished [[room]]s and other personal goodies such as [[cabinet]]s and [[armor stand]]s (unlike their counterparts, utility nobles are generally very humble and don't bother with such frivilites). Some of them are also envivious bastards and do not want a lesser dwarf to have a better [[room]]. If the noble is too much of a problem and cannot be fired, it is possible to arrange an [[unfortunate accident]] for them. Be careful though, the death of a noble, especially a popular one like a [[Mayor]], may cause unhappy thoughts and [[stress]] among the general populace, and the replacement noble may be ''even worse''.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. &lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Landholding nobles have triggers defined in the &amp;quot;entity_default.txt&amp;quot; [[raws]]. Prior to v0.44.11, these triggers would activate the associated nobles directly; in the current version, these triggers allow the foundation of new [[holding]]s and the number of holdings activates the nobles instead.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
*'''Holdings''' - Minimum number of fortress [[holding]]s for this position to become available.{{v|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Land Holder'''&lt;br /&gt;
| '''Population'''&lt;br /&gt;
| '''Created Wealth'''&lt;br /&gt;
| '''Exported Wealth'''&lt;br /&gt;
| '''Holdings'''{{v|0.44.11}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
Meager FFFFE0&lt;br /&gt;
Modest FFFFC0&lt;br /&gt;
(blank) FFFFA0&lt;br /&gt;
Decent FFFF80&lt;br /&gt;
Fine FFFF60&lt;br /&gt;
Great FFFF40&lt;br /&gt;
Grand FFFF20&lt;br /&gt;
Royal FFFF00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] consort&amp;quot;. No privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the 'n'obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Position'''&lt;br /&gt;
| width=5% | '''#'''&lt;br /&gt;
| '''Squad'''&lt;br /&gt;
| width=5% | '''Spouse'''&lt;br /&gt;
| width=5% | '''Heir'''&lt;br /&gt;
| '''Appointed By'''&lt;br /&gt;
| '''Replaced By'''&lt;br /&gt;
| width=5% | '''Pop Req'''&lt;br /&gt;
| width=7% | '''Wealth Req'''&lt;br /&gt;
| width=5% | '''Elected'''&lt;br /&gt;
| '''Lazy'''&lt;br /&gt;
| width=5% | '''Immunity'''&lt;br /&gt;
| width=5% | '''Econ Exempt'''&lt;br /&gt;
| width=5% | '''Military Screen Only'''&lt;br /&gt;
| '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Armok himself&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed noble selection==&lt;br /&gt;
Appointed nobles are chosen by the player via the (n)oble menu (though technically, in-universe they are being appointed by higher-ranking nobles; see below). There are certain social skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|Captains of the guard]], [[Militia commander|Militia commanders]], and [[Militia captain|Militia captains]]) use the [[Leader]] and [[Military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager]]s use the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[Diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker]]s most critically use the [[Judge of intent]] and [[Appraiser]] skill, among other [[Social skill]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper]]s have their very own [[Record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a noble, the new orders don't just descend from on high. Instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the [[Militia captain]] are appointed by the [[Expedition leader]], or the [[Mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[Militia commander]]. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}}&lt;br /&gt;
(Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
&lt;br /&gt;
Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}} As of 0.42, new mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;many&amp;lt;/s&amp;gt; all players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=250480</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=250480"/>
		<updated>2020-02-13T16:34:00Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 21 November 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nobles''', such as [[Broker]]s, [[Manager]]s, [[Bookkeeper]]s, [[Chief medical dwarf|Chief medical dwarves]], and [[Militia commander]]s, are elevated dwarves which can perform a specific task or duty unique to their position, such as managing work orders and [[trading]] with merchants. These nobles, which we'll conjecturally term as '''utility nobles''', can be irreplaceable stalwarts of the fortress, dutifully serving its citizens until the end of its days.&lt;br /&gt;
&lt;br /&gt;
But when players talk about &amp;quot;nobles&amp;quot;, they're often referring to the types of nobles who ''think'' they're irreplaceable stalwarts of the fortress, and they are soundly described below. &lt;br /&gt;
&lt;br /&gt;
'''Nobles''' are &amp;lt;s&amp;gt;snotty, good-for-nothing parasites&amp;lt;/s&amp;gt; [[Dwarf|dwarves]] elevated to a position to &amp;quot;rule&amp;quot; over your fortress. They provide a critical happiness bonus to unhappy and stressed dwarves, who yell at or cry on the nobles, providing a safety valve for your most stressed dwarves. They are also responsible for interacting with [[outpost liaison]]s. Some nobles may be player-appointable, like [[Mayor]]s, but they're often chosen by factors beyond the player's control, and sometimes select heirs for their positions. &lt;br /&gt;
&lt;br /&gt;
Some of them can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has a [[sheriff]] or [[captain of the guard]]. They are also aware of their social status and want expensive, well-furnished [[room]]s and other personal goodies such as [[cabinet]]s and [[armor stand]]s (unlike their counterparts, utility nobles are generally very humble and don't bother with such frivilites). Some of them are also envivious bastards and do not want a lesser dwarf to have a better [[room]]. If the noble is too much of a problem and cannot be fired, it is possible to arrange an [[unfortunate accident]] for them. Be careful though, the death of a noble, especially a popular one like a [[Mayor]], may cause unhappy thoughts and [[stress]] among the general populace, and the replacement noble may be ''even worse''.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. &lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Landholding nobles have triggers defined in the &amp;quot;entity_default.txt&amp;quot; [[raws]]. Prior to v0.44.11, these triggers would activate the associated nobles directly; in the current version, these triggers allow the foundation of new [[holding]]s and the number of holdings activates the nobles instead.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
*'''Holdings''' - Minimum number of fortress [[holding]]s for this position to become available.{{v|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Land Holder'''&lt;br /&gt;
| '''Population'''&lt;br /&gt;
| '''Created Wealth'''&lt;br /&gt;
| '''Exported Wealth'''&lt;br /&gt;
| '''Holdings'''{{v|0.44.11}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
Meager FFFFE0&lt;br /&gt;
Modest FFFFC0&lt;br /&gt;
(blank) FFFFA0&lt;br /&gt;
Decent FFFF80&lt;br /&gt;
Fine FFFF60&lt;br /&gt;
Great FFFF40&lt;br /&gt;
Grand FFFF20&lt;br /&gt;
Royal FFFF00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] consort&amp;quot;. No privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the 'n'obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Position'''&lt;br /&gt;
| width=5% | '''#'''&lt;br /&gt;
| '''Squad'''&lt;br /&gt;
| width=5% | '''Spouse'''&lt;br /&gt;
| width=5% | '''Heir'''&lt;br /&gt;
| '''Appointed By'''&lt;br /&gt;
| '''Replaced By'''&lt;br /&gt;
| width=5% | '''Pop Req'''&lt;br /&gt;
| width=7% | '''Wealth Req'''&lt;br /&gt;
| width=5% | '''Elected'''&lt;br /&gt;
| '''Lazy'''&lt;br /&gt;
| width=5% | '''Immunity'''&lt;br /&gt;
| width=5% | '''Econ Exempt'''&lt;br /&gt;
| width=5% | '''Military Screen Only'''&lt;br /&gt;
| '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Armok himself&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed noble selection==&lt;br /&gt;
Appointed nobles are chosen by the player via the (n)oble menu (though technically, in-universe they are being appointed by higher-ranking nobles; see below). There are certain social skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|Captains of the guard]], [[Militia commander|Militia commanders]], and [[Militia captain|Militia captains]]) use the [[Leader]] and [[Military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager]]s use the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[Diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker]]s most critically use the [[Judge of Intent]] and [[Appraiser]] skill, among other [[Social skill]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper]]s have their very own [[Record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a noble, the new orders don't just descend from on high. Instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the [[Militia captain]] are appointed by the [[Expedition leader]], or the [[Mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[Militia commander]]. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}}&lt;br /&gt;
(Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
&lt;br /&gt;
Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}} As of 0.42, new mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;many&amp;lt;/s&amp;gt; all players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=250175</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=250175"/>
		<updated>2020-02-04T00:51:50Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:18, 18 September 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of if the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
== Combinations &amp;amp; characteristics of surroundings ==&lt;br /&gt;
The names given to different areas will reflect their moral standing. For example, good biomes may be named &amp;quot;The Hills of Sweetness&amp;quot; while an evil one may be named &amp;quot;The Prairie of Agony&amp;quot;. Neutral biomes will generally have more generic names, such as &amp;quot;The Beige Jungles&amp;quot;.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:neutral_biome_preview.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]].  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:good_biome_preview.png|thumb|120px|left|A blue-colored good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Evil===&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_evil.png|frame|left|Pink patch of an evil biome.]][[File:biome_evil2.png|frame|right|Dark red/grey patch of an evil biome.]]&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
&lt;br /&gt;
Evil regions may exist either on their own (where they are known as &amp;quot;primordial&amp;quot; evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it. Evil regions possess [[sphere]]s associated with the entities inhabiting it, which influences them to some extent; for example, blight regions kill plant life, and nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but evil regions caused by demons or necromancers may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons and necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. &lt;br /&gt;
&lt;br /&gt;
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]] and even [[hair]] left over from butchering.{{clear}}&lt;br /&gt;
&lt;br /&gt;
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of &amp;quot;perpetually murderous towards all living beings&amp;quot; no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?&lt;br /&gt;
&lt;br /&gt;
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
&lt;br /&gt;
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
&lt;br /&gt;
Because of the inhospitablity of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for &amp;lt;s&amp;gt;great [[fun]]&amp;lt;/s&amp;gt; a challenge only.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
&lt;br /&gt;
Most of the creatures in savage biomes will leave you alone, especially the animal men who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. &amp;quot;Savage Good&amp;quot; regions are called Joyous Wilds, &amp;quot;Savage Neutral&amp;quot; regions are called Untamed Wilds, and &amp;quot;Savage Evil&amp;quot; regions are called &amp;lt;s&amp;gt;excessively [[fun]]&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
&lt;br /&gt;
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3. &lt;br /&gt;
&lt;br /&gt;
Civilizations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals. This may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250170</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250170"/>
		<updated>2020-02-03T17:05:52Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Average Migrants (B) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs, and determine the migrants' viability in the process. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of [[weapon]]s you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. Note that a few skilled Growers are probably better than a dozen unskilled ones.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, however, but an increase in production speed is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can [[smooth]] and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like Blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s and wooden [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] or [[wood]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products, including [[crafts]] and [[furniture]], out of glass, and said products are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a lot of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High quality [[mechanism]]s can help your machinery run smoother, and they also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be created sensibly with any other material; such items include [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology is a great way to kick-start an above-ground farm, or at least keep your food supply varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. Training Gem cutters so they don't waste your rough valuable gems is also extremely tedious. As for Gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your Gem setter will end up slapping your Masterwork cut [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but immediately go hunting as soon as they're ready, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch. It may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than Hunters. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make good [[haul]]ers or just plain fodder.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these dwarves make [[useless crap]] out of [[wood]], which is so worthless as material you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[merperson|exceptionally exotic]]) nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make [[crossbow]]s out of wood and bone. That's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows can be used as good blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another dwarf to add to your [[soap industry]], but you can easily just activate these labors on some random idlers to little to no ill effect. Note that many of these products cannot be sourced from [[caravan]]s, which makes in-house production a necessity.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. They do tend to come with the Marksdwarf or Animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250169</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250169"/>
		<updated>2020-02-03T17:03:55Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Average Migrants (B) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs, and determine the migrants' viability in the process. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of [[weapon]]s you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. Note that a few skilled Growers are probably better than a dozen unskilled ones.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, however, but an increase in production speed is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can [[smooth]] and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like Blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s and wooden [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] or [[wood]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products, including [[crafts]] and [[furniture]], out of glass, and said products are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a lot of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High quality [[mechanism]]s can help your machinery run smoother, and they also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be created sensibly with any other material; such items include [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology is a great way to kick-start an above-ground farm, or at least keep your food supply varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless said gem cutter is of a high enough skill level, and [[gem]]s are only useful for moods, decorations, or as a trade good. Training Gem cutters so they don't waste your rough valuable gems is extremely tedious as well. [[Encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified, so your Gem setter will probably end up slapping your Masterwork cut [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but immediately go hunting as soon as they're ready, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch. It may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than Hunters. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make good [[haul]]ers or just plain fodder.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these dwarves make [[useless crap]] out of [[wood]], which is so worthless as material you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[merperson|exceptionally exotic]]) nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make [[crossbow]]s out of wood and bone. That's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows can be used as good blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another dwarf to add to your [[soap industry]], but you can easily just activate these labors on some random idlers to little to no ill effect. Note that many of these products cannot be sourced from [[caravan]]s, which makes in-house production a necessity.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. They do tend to come with the Marksdwarf or Animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250168</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250168"/>
		<updated>2020-02-03T17:03:24Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* The Migrant Tier List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs, and determine the migrants' viability in the process. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of [[weapon]]s you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form your militia, and if your militia is already well-developed they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. Note that a few skilled Growers are probably better than a dozen unskilled ones.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, however, but an increase in production speed is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can [[smooth]] and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like Blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s and wooden [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] or [[wood]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products, including [[crafts]] and [[furniture]], out of glass, and said products are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a lot of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High quality [[mechanism]]s can help your machinery run smoother, and they also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be created sensibly with any other material; such items include [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology is a great way to kick-start an above-ground farm, or at least keep your food supply varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce much value as you'd expect, unless said gem cutter is of a high enough skill level, and [[gem]]s are only useful for moods, decorations, or as a trade good. Training Gem cutters so they don't waste your rough valuable gems is extremely tedious as well. [[Encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified, so your Gem setter will probably end up slapping your Masterwork cut [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but immediately go hunting as soon as they're ready, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch. It may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than Hunters. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make good [[haul]]ers or just plain fodder.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these dwarves make [[useless crap]] out of [[wood]], which is so worthless as material you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[merperson|exceptionally exotic]]) nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make [[crossbow]]s out of wood and bone. That's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows can be used as good blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another dwarf to add to your [[soap industry]], but you can easily just activate these labors on some random idlers to little to no ill effect. Note that many of these products cannot be sourced from [[caravan]]s, which makes in-house production a necessity.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. They do tend to come with the Marksdwarf or Animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250167</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=250167"/>
		<updated>2020-02-03T17:00:22Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* The Migrant Tier List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs, and determine the migrants' viability in the process. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give them a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of [[weapon]]s you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet you can form your militia, and if your militia is already well-developed they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. Note that a few skilled Growers are probably better than a dozen unskilled ones.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, however, but an increase in production speed is never unwelcome.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can [[smooth]] and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like Blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s and wooden [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] or [[wood]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products, including [[crafts]] and [[furniture]], out of glass, and said products are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a lot of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: High quality [[mechanism]]s can help your machinery run smoother, and they also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be created sensibly with any other material; such items include [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're using [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology is a great way to kick-start an above-ground farm, or at least keep your food supply varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce much value as you'd expect, unless said gem cutter is of a high enough skill level, and [[gem]]s are only useful for moods, decorations, or as a trade good. Training Gem cutters so they don't waste your rough valuable gems is extremely tedious as well. [[Encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified, so your Gem setter will probably end up slapping your Masterwork cut [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but immediately go hunting as soon as they're ready, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch. It may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than Hunters. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make good [[haul]]ers or just plain fodder.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these dwarves make [[useless crap]] out of [[wood]], which is so worthless as material you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[merperson|exceptionally exotic]]) nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make [[crossbow]]s out of wood and bone. That's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows can be used as good blunt weapons in close quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another guy to add to your [[soap industry]], but you can easily just activate these labors on some random idlers to little ill effect. Note that many of these products cannot be sourced from [[caravan]]s, which makes in-house production a necessity.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], [[cloth]], and [[clothes]] from the caravan and migrants instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They make animal [[extract]]s, which are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. They do tend to come with the Marksdwarf or Animal trainer skill, so their true value may lie elsewhere.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249692</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249692"/>
		<updated>2020-01-11T02:35:32Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Niche Migrants (C) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
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&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give these guys a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet, you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. A few skilled Growers are probably better than a dozen unskilled ones, though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a ton of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your food varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value as you'd expect, unless said gem cutter is of a high enough skill level, and [[gem]]s are only useful for moods and as a trade good. Training them is a pain as well. [[Encrust]]ing can be finicky as well, since the item to be decorated cannot be specified, so your Gem setter will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and [[Fun|other perils]]. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping for their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these guys make [[useless crap]] out of [[wood]], which is so worthless you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better, because metal crossbows can be used as good hammering tools when things get rough.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another guy to add to your [[soap industry]], but it's better to just activate those labors on some random idlers, as many of these products cannot be sourced from [[caravan]]s. &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make animal [[extract]]s, which are some of the most useless items in the game barring some fringe uses.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
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*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
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===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
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{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249691</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249691"/>
		<updated>2020-01-11T02:33:43Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Average Migrants (B) */&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
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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;
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Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
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== Labor preferences ==&lt;br /&gt;
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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 [[tracker|tracking]].&lt;br /&gt;
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Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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;
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== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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;
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==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
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==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
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&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give these guys a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
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*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
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*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet, you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
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*[[Grower]]s: Always useful to improve farm efficiency exponentially. A few skilled Growers are probably better than a dozen unskilled ones, though.&lt;br /&gt;
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*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
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*[[Brewer]]s: Should be obvious.&lt;br /&gt;
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*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
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===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
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*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
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*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
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*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
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*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a ton of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
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*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
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*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your food varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
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===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value as you'd expect, unless said gem cutter is of a high enough skill level, and [[gem]]s are only useful for moods and as a trade good. Training them is a pain as well. [[Encrust]]ing can be finicky as well, since the item to be decorated cannot be specified, so your Gem setter will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
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*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and [[Fun|other perils]]. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the [[metal]] and [[flour]] industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping for their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these guys can only make [[useless crap]] out of wood, which is so worthless you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better, because metal crossbows can be used as good hammering tools when things get rough.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another guy to add to your [[soap industry]], but it's better to just activate those labors on some random idlers, as many of these products cannot be sourced from [[caravan]]s. &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make animal [[extract]]s, which are some of the most useless items in the game barring some fringe uses.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249690</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249690"/>
		<updated>2020-01-11T02:33:28Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Average Migrants (B) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give these guys a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet, you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. A few skilled Growers are probably better than a dozen unskilled ones, though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a ton of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your food varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value as you'd expect, unless said gem cutter is of a high enough skill level, and [[gem]]s are only useful for moods and as a trade good. Training them is a pain as well. [[Encrust]]ing can be finicky as well, since the item to be decorated cannot be specified, so your Gem setter will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and [[Fun|other perils]]. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for the metal and flour industry, respectively.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping for their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these guys can only make [[useless crap]] out of wood, which is so worthless you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better, because metal crossbows can be used as good hammering tools when things get rough.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another guy to add to your [[soap industry]], but it's better to just activate those labors on some random idlers, as many of these products cannot be sourced from [[caravan]]s. &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make animal [[extract]]s, which are some of the most useless items in the game barring some fringe uses.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249689</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249689"/>
		<updated>2020-01-11T02:28:45Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: d is for dwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give these guys a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet, you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. A few skilled Growers are probably better than a dozen unskilled ones, though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a ton of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your food varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value, and [[gem]]s are only useful for moods and as a trade good, unless said gem cutter is of a high enough skill level. [[Encrust]]ing is finicky as well, since the item to be decorated cannot be specified, so your Jeweler will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and [[Fun|other perils]]. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for industry and growth.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping for their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these guys can only make [[useless crap]] out of wood, which is so worthless you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better, because metal crossbows can be used as good hammering tools when things get rough.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another guy to add to your [[soap industry]], but it's better to just activate those labors on some random idlers, as many of these products cannot be sourced from [[caravan]]s. &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (F)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make animal [[extract]]s, which are some of the most useless items in the game barring some fringe uses.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249688</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249688"/>
		<updated>2020-01-10T22:10:27Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even D-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up. Also known as &amp;quot;can I give these guys a [[mood]] please?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet, you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. A few skilled Growers are probably better than a dozen unskilled ones, though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute. Also known as &amp;quot;stalwarts of the fort&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a ton of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and lightweight [[shield]]s and [[armor]]. Unless, of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your food varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, as unskilled strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories. Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value, and [[gem]]s are only useful for moods and as a trade good, unless said gem cutter is of a high enough skill level. [[Encrust]]ing is finicky as well, since the item to be decorated cannot be specified, so your Jeweler will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and [[Fun|other perils]]. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for industry and growth.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: Not quite useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s ([[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; kept). If you do get a beekeeping business going, Wax workers and Pressers become viable as well, since they use the products of beekeeping for their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, [[Animal trainer]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s, these guys can only make [[useless crap]] out of wood, which is so worthless you might as well not even bother. You're better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is a rather common alternative to wood.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dyed cloth, as it does have a quality level, but come on.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better, because metal crossbows can be used as good hammering tools when things get rough.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). At least you'll have another guy to add to your [[soap industry]], but it's better to just activate those labors on some random idlers, as many of these products cannot be sourced from [[caravan]]s. &lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's so much easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing them yourself, as these industries are often needlessly tedious or require a ton of setup.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (D)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make animal [[extract]]s, which are some of the most useless items in the game barring some fringe uses.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249684</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249684"/>
		<updated>2020-01-10T19:03:18Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrants' jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even D-tier migrants can be useful if a player decides to make them so, and of course any migrant can be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons, you can also use weaponsmiths to make extremely high-value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet, you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to improve farm efficiency exponentially. A few skilled Growers are probably better than a dozen unskilled ones, though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supersede [[barrel]]s by weight. Note that Glassmakers require [[sand]], and Potters [[clay]], in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. Glazers complement Potters and are needed to make said pots airtight and waterproof, and a good glaze job adds a ton of value to a product.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and very lightweight [[shield]]s and [[armor]]. Unless of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your booze varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Skilled strand extractors are quick, and strand extraction is ''agonizingly'' slow. Only useful after [[raw adamantine]] has been discovered and mined, and the products do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful, but generally add less value to the fort than the above categories.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value, and [[gem]]s are only useful for moods and as a trade good. Unless said gem cutter is of an extremely high level. [[Encrust]]ing is finicky as well, since the item to be decorated cannot be specified and your Jeweler will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and other perils. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s though. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: No, they are not useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
*[[Furnace operator]]s and [[Miller]]s: Neither of these labors have quality levels, but the increase in production speed can be highly profitable for industry and growth.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s. If you do get a beekeeping business going, Wax workers and Pressers become viable as well; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Animal trainer]]s: If you train a lot of animals, however, they become good migrants.&lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s. You're generally better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is rather common.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dye jobs however.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better because metal crossbows can be used as good hammering tools when things get rough. They can be useful in a low-metal or no-metal fortress.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between a unskilled laborer and a highly skilled one is production speed, which is really only critical when said products are the backbone of your industry. At least you'll have another guy to add to your [[soap industry]], but just activate those labors on some random idlers.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, [[Thresher]]s, and [[Clothier]]s: It's generally easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing it yourself.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (D)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make [[extract]]s, one of the most useless items in the game unless you [[trade]] them off.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In about 12 years.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249668</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249668"/>
		<updated>2020-01-10T07:23:57Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Niche Migrants (C) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerosity. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrant's jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even D tier migrants can be useful if a player decides to make them so, and of course any migrant be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons you can also use weaponsmiths to make extremely high value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to &amp;lt;s&amp;gt;flood your fortress with even more plump helmets&amp;lt;/s&amp;gt; improve farm efficiency exponentially. A few skilled Growers is probably better than a dozen unskilled ones though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s and [[Potter]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supercede [[barrel]]s by weight. Note that Glassmakers require [[sand]] and Potters require [[clay]], preferably in large quantities, to be truly effective, but these resources are near-infinite on embarks that contain them.&lt;br /&gt;
&lt;br /&gt;
*[[Glazer]]s complement Potters and are needed to make said pots airtight and therefore waterproof.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and very lightweight [[shield]]s and [[armor]]. Unless of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your booze varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Yes, it's something that can be done unskilled, but skilled strand extractors are quick, and strand extraction is agonizingly slow. Only useful after [[raw adamantine]] has been discovered and mined.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful but generally add less value to the fort than the above categories.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value, and [[gem]]s are only useful for moods and as a trade good. Unless said gem cutter is of an extremely high level. [[Encrust]]ing is finicky as well, since the item to be decorated cannot be specified and your Jeweler will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and other perils. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s though. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: No, they are not useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s. If you do get a beekeeping business going, Wax workers and Pressers become viable as well; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Animal trainer]]s: If you train a lot of animals, however, they become good migrants.&lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]s: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s. You're generally better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is rather common.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dye jobs however.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better because metal crossbows can be used as good hammering tools when things get rough. They can be useful in a low-metal or no-metal fortress.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s, and [[Furnace operator]]s: The products of these labors do not have quality levels, so the only difference between a unskilled laborer and a highly skilled one is production speed, which is really only critical when furnace operating. At least you'll have another guy to add to your [[soap industry]], but just activate those labors on some random idlers.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, and [[Clothier]]s: It's generally easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing it yourself.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (D)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make [[extract]]s, one of the most useless items in the game unless you [[trade]] them off.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In a long, long time.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249667</id>
		<title>Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immigration&amp;diff=249667"/>
		<updated>2020-01-10T07:22:12Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: readded the migrant usefulness section and revamped it significantly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immigration''' can occur at any time, once per [[season]]. Smaller migrant waves of 2-10 arrive in the 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] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;). Each group of migrants will often include such things as [[child]]ren and domestic animals, including both pets and stray livestock.  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 [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills. For example, a miner migrant may bring a [[pick]] with them. 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 [[historical figure]]s.  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 or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
Currently, [[agent]]s (spies) from your own civilization will retain their assumed identities when they migrate to your fortress.{{bug|10490}} This results in immigrants with odd professions like [[peddler]], [[prophet]], and [[poet]] that 'override' their automatically-assigned professions. These immigrants are still loyal to your civilization (at least for now) and should behave normally aside from a few minor bugs (like changing names while on a [[mission]]{{bug|10928}}).&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 - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} 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 a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization.{{Cite talk/this}}&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. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&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). Likewise, if your fortress happened to have any [[Husk|husks]] when it was abandoned, some of them may migrate to your new fortress.&lt;br /&gt;
&lt;br /&gt;
==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerosity. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&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. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Whenever a migration wave arrives, most players will stop what they are doing to check the migrant's jobs as soon as possible. This generally creates different reactions in players. Here, the migrants are sorted into tiers, roughly ordered by usefulness. Do note that even D tier migrants can be useful if a player decides to make them so, and of course any migrant be useful as a [[haul]]er or [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Valued Migrants (S)===&lt;br /&gt;
These migrants can improve a fort simply by showing up.&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith]]s: Because who doesn't carry a [[war hammer|big stick]] these days? If you have an excess of weapons you can also use weaponsmiths to make extremely high value [[trap components]].&lt;br /&gt;
&lt;br /&gt;
*[[Armorsmith]]s: As useful if not even more useful than weaponsmiths.&lt;br /&gt;
&lt;br /&gt;
*[[Soldier]]s: Who doesn't want extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any yet you can form your militia, and if you have some they will be reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Miner]]s: Always helpful, and a high mining skill can be useful in combat as well.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Always useful to &amp;lt;s&amp;gt;flood your fortress with even more plump helmets&amp;lt;/s&amp;gt; improve farm efficiency exponentially. A few skilled Growers is probably better than a dozen unskilled ones though.&lt;br /&gt;
&lt;br /&gt;
*[[Cook]]s: Will quickly boost your fortress's value and dwarves just adore fine meals.&lt;br /&gt;
&lt;br /&gt;
*[[Brewer]]s: Should be obvious.&lt;br /&gt;
&lt;br /&gt;
===Good Migrants (A)===&lt;br /&gt;
Put these dwarves to work, they have much to contribute.&lt;br /&gt;
&lt;br /&gt;
*[[Blacksmith]]s: These guys make [[metal]] (not just [[iron]]) [[furniture]] and other large products, including the ever-valuable metal [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Carpenter]]s: Like blacksmiths, but they use [[wood]] instead of metal. They're especially useful for making high-value [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Stonecrafter]]s and [[Mason]]s: It's always useful to make [[finished goods]] and [[furniture]], respectively, out of [[stone]] if [[metal]] is economic. &lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: Do you want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]]? Now you can!&lt;br /&gt;
&lt;br /&gt;
*[[Engraver]]s: A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also take quite a while to train.&lt;br /&gt;
&lt;br /&gt;
*[[Glassmaker]]s and [[Potter]]s: Glassmakers can produce many products in the game (including [[crafts]] and [[furniture]]) out of glass, and said crafts are often worth much more than their stone counterparts. Potters are less versatile but can also make valuable products for a decent enough price, and [[pot]]s supercede [[barrel]]s by weight. Note that Glassmakers require [[sand]] and Potters require [[clay]], preferably in large quantities, to be truly effective, but these resources are near-infinite on embarks that contain them.&lt;br /&gt;
&lt;br /&gt;
*[[Glazer]]s complement Potters and are needed to make said pots airtight and therefore waterproof.&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]] dwarves are always useful, for trying to save that one beloved soldier faster.&lt;br /&gt;
&lt;br /&gt;
*[[Mechanic]]s: Always useful, and high quality [[mechanism]]s makes your machinery run smoother as well. They also make great trade goods.&lt;br /&gt;
&lt;br /&gt;
*[[Leatherworker]]s: [[Leather]] can be used to create certain items that can't be made sensibly with any other material, such as [[backpack]]s, [[quiver]]s, and very lightweight [[shield]]s and [[armor]]. Unless of course, you're crazy enough to use [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: A great way to kick-start an above-ground farm, or at least keep your booze varied. Even dwarves get sick of drinking the same old [[plump helmet|mushroom]] booze.&lt;br /&gt;
&lt;br /&gt;
*[[Strand extractor]]s: Yes, it's something that can be done unskilled, but skilled strand extractors are quick, and strand extraction is agonizingly slow. Only useful after [[raw adamantine]] has been discovered and mined.&lt;br /&gt;
&lt;br /&gt;
===Average Migrants (B)===&lt;br /&gt;
These migrants can be useful but generally add less value to the fort than the above categories.&lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: Eh. They just don't produce much value, and [[gem]]s are only useful for moods and as a trade good. Unless said gem cutter is of an extremely high level. [[Encrust]]ing is finicky as well, since the item to be decorated cannot be specified and your Jeweler will probably end up slapping your Masterwork [[diamond]]s on a [[barrel]] or something. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[Marksdwarf]] skill, but they immediately go hunting when they appear, causing uncontrolled dwarves and possibly [[Fun]]. They can be useful if handled properly, and are definitely entertaining to watch.&lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf]]s and [[Fish cleaner]]s: A pretty decent source of food actually, but runs the risk of [[crocodile]] accidents and other perils. Or, if you're unlucky, you'll get nothing. A great source of the elusive [[shell]]s if your site contains [[pond turtle]]s though. Note that fisherdwarves can only catch [[vermin]] fish, [[sperm whale|larger sea creatures]] may require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s: No, they are not useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce. Also, they make good haulers.&lt;br /&gt;
&lt;br /&gt;
===Niche Migrants (C)===&lt;br /&gt;
Only useful in very specific cases. Also known as &amp;quot;free military conscripts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible on embarks that lack [[honey bee]]s. If you do get a beekeeping business going, Wax workers and Pressers become viable as well; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and are often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Butcher]]s, [[Gelder]]s, and [[Tanner]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your animal or hunting industry is truly booming. &lt;br /&gt;
&lt;br /&gt;
*[[Animal trainer]]s: If you train a lot of animals, however, they become good migrants.&lt;br /&gt;
&lt;br /&gt;
*[[Woodcrafter]]: Shun the elf sympathizers! Not to be confused with [[Carpenter]]s. You're generally better off using [[stone]] or [[metal]] to make [[finished goods]] instead.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable nor does it fill a particular niche, but it is rather common.&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: When was the last time you dyed some cloth? Skilled Dyers do add extra value to dye jobs however.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers can make wooden and bone [[crossbow]]s. That's all. Weaponsmiths can do everything bowyers can do, except better because metal crossbows can be used as good hammering tools when things get rough. They can be useful in a low-metal or no-metal fortress.&lt;br /&gt;
&lt;br /&gt;
*[[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Wood burner]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s, and [[Furnace operator]]s: The products of these labors do not have quality levels, so the only difference between a unskilled laborer and a highly skilled one is production speed, which is really only critical when furnace operating. At least you'll have another guy to add to your [[soap industry]], but just activate those labors on some random idlers.&lt;br /&gt;
&lt;br /&gt;
*[[Bookbinder]]s, [[Papermaker]]s, [[Weaver]]s, [[Shearer]]s, and [[Clothier]]s: It's generally easier to just obtain [[codex]]es, [[paper]], and [[cloth]] from the caravan instead of producing it yourself.&lt;br /&gt;
&lt;br /&gt;
===Completely Useless Migrants (D)===&lt;br /&gt;
Also known as &amp;quot;can I toss them in the [[volcano]] please?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[Fish dissector]]s: They can only make [[extract]]s, one of the most useless items in the game unless you [[trade]] them off.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These guys make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not creatures. They do tend to come with marksdwarf or animal trainer skill though.&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment and will become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors whatsoever. At least you'll have a [[Peasant]]. In a long, long time.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s in your [[civilization]] under a false identity, and are usually benign. Determining their usefulness may require closer inspection of their skills, and killing them will discern who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and [[Outpost liaison]]s: Inviting these members of dwarven society comes with its own requirements and caveats, and the player can choose to never pursue this if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=249658</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=249658"/>
		<updated>2020-01-09T23:30:39Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Barrels are emptied&lt;br /&gt;
**All raw (unprepared) food will be gone, except for those that are part of a building (i.e. nest boxes, and possibly trade depots).&lt;br /&gt;
***Seeds are still conserved.&lt;br /&gt;
*Pasture settings are cleared, however the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be here; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=247465</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=247465"/>
		<updated>2019-10-07T20:06:29Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:19, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
[[File:Bim-sarasti.jpg|thumb|center|600px|&amp;quot;Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate.&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sedil&lt;br /&gt;
| elvish  = thili&lt;br /&gt;
| goblin  = asmuk&lt;br /&gt;
| human   = idla&lt;br /&gt;
}}&lt;br /&gt;
'''Angels''' {{Raw Tile|Ä|7:0}} are incredibly powerful, procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is arguably the endgame of [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Angels are randomly generated at worldgen, with appearance, arms, and armor determined by the [[sphere]]s of their creator. The term &amp;quot;angel&amp;quot; is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, with fittingly vile appearances, but even those associated with neutral or supposedly positive spheres tend to be utterly bizarre in appearance. The War, valor and fortresses spheres boost the natural combat skills of the &amp;quot;'''Soldier'''&amp;quot; angel type to 10 from 6.  The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god will more likely have crystal angels, etc. (there are about 30 spheres with material links.)  Death, misery, darkness and night sphere angels can have dark color alterations.&lt;br /&gt;
&lt;br /&gt;
All angels share certain traits, however. They are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. Assistants and Soldiers are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called &amp;quot;divine sickness&amp;quot;, whose effects are randomized but typically include effects such as vomiting blood, blisters, numbness and nausea.&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes--a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level training grounds. Try to kill at least one Soldier and pick up his gear. Your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea. &lt;br /&gt;
&lt;br /&gt;
Angels usually can't be directly encountered in [[fortress mode]], though dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault, its angels become a playable race in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Angel types==&lt;br /&gt;
[[File:Angel_Size.png|thumb|200px|Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.]]&lt;br /&gt;
Angels come in three categories:&lt;br /&gt;
&lt;br /&gt;
===Assistant===&lt;br /&gt;
&lt;br /&gt;
'''Assistants''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor, though they are able to equip them given the chance. A vault always contains exactly 50 of them.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
&lt;br /&gt;
'''Soldiers''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have &amp;quot;Talented&amp;quot; level combat skills. Their size is highly randomized, and they can be larger as well as smaller than an average [[human]]. In some cases, their size difference from the player will be so marginal that they become able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language.&lt;br /&gt;
&lt;br /&gt;
===Archangel===&lt;br /&gt;
&lt;br /&gt;
The '''Archangel''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They stand 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them equivalent in power to a unique demon, or the most difficult individual foe the game has to offer. Due to this, they may very well be the closest thing to a 'final boss' in the game.&lt;br /&gt;
&lt;br /&gt;
Defeating the archangel grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]].&lt;br /&gt;
&lt;br /&gt;
==Divine language==&lt;br /&gt;
{{Main|Divine language}}&lt;br /&gt;
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.&lt;br /&gt;
&lt;br /&gt;
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_2]&lt;br /&gt;
	[DESCRIPTION:A one-eyed humanoid.  It has large mandibles and it has a rattling exhale.  Its gray skin is leathery.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Dead Minion:Dead Minions:Dead minion]&lt;br /&gt;
	[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[DIFFICULTY:2]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:4]&lt;br /&gt;
	[NATURAL_SKILL:BITE:4]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:4]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:4]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:4]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:4]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:4]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:70000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
	[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_1]&lt;br /&gt;
	[DESCRIPTION:A large humanoid composed of vomit.  It has wings and its body is bent and misshapen.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Warrior of Deformity:Warriors of Deformity:warrior]&lt;br /&gt;
	[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[DIFFICULTY:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:AXE:6]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:6]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:6]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MACE:6]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:6]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:6]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:6]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:80000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:VOMIT]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
		[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:vomit]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:2:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_NAME:divine sickness]&lt;br /&gt;
		[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]&lt;br /&gt;
		[SYN_INJECTED]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_INHALED]&lt;br /&gt;
		[SYN_INGESTED]&lt;br /&gt;
		[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
		[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_3]&lt;br /&gt;
	[DESCRIPTION:A great pterosaur composed of grime and filth.  It has two long, spiral horns and it has a rattling exhale.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]&lt;br /&gt;
	[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
	[NATURAL_SKILL:BITE:14]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:GRIME]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
		[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:filth]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:FLY:Fly:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Angel]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=247461</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weather&amp;diff=247461"/>
		<updated>2019-10-07T16:40:18Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Evil rain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:18, 8 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Weather''' refers to any type of weather effect in DF. It includes snow, rain, and special features in evil surroundings.&lt;br /&gt;
&lt;br /&gt;
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in [[d_init.txt]]. Disabling weather is a quick and largely harmless fix to improve [[FPS|framerate]] on older machines if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Normal Weather ==&lt;br /&gt;
&lt;br /&gt;
=== Clouds ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has three layers of clouds: cumulus, cirrus, and stratus. When using the {{k|W}} key in adventure mode, any number of messages about the weather may appear, and corresponding symbols are shown when {{k|c}} is enabled on the fast travel mode. The types of clouds that are possible are:&lt;br /&gt;
&lt;br /&gt;
* '''Clear sky (no clouds)''' — The sky is clear above you.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|α|7:0:1}} '''Scattered cumulus''' — There are scattered puffy clouds above you.&lt;br /&gt;
* {{Tile|β|7:0:0}} '''Many cumulus (causes rain)''' — There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
* {{Tile|¶|0:0:1}} '''Cumulonimbus (causes rain)''' — A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|≡|7:0:1}} '''Cirrus''' — The sky is striped with high, thin clouds.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|█|7:0:1}} '''Altostratus''' — The sky above you is hazy and white.&lt;br /&gt;
* {{Tile|█|7:0:0}} '''Stratus (causes rain)''' — The sky above you is gray.&lt;br /&gt;
* {{Tile|█|0:0:1}} '''Nimbostratus (causes rain)''' — The sky above you is a uniform and dark gray.&lt;br /&gt;
&lt;br /&gt;
Additionally, some unique messages occur when there are clouds in multiple layers:&lt;br /&gt;
&lt;br /&gt;
* '''Scattered cumulus and cirrus''' — There are scattered clouds underneath a striped sky.&lt;br /&gt;
* '''Many cumulus and cirrus''' — Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
* '''Cumulonimbus and cirrus''' — A dark, towering cloud rises into a striped sky.&lt;br /&gt;
* '''Altostratus and cumulonimbus''' — A towering gray cloud descends from the white sky above you.&lt;br /&gt;
* '''Stratus cumulonimbus''' — The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
* '''Nimbostratus and cumulonimbus''' — The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
&lt;br /&gt;
Otherwise, stratus clouds prevent you from seeing if there are any cirrus or cumulus clouds.&lt;br /&gt;
&lt;br /&gt;
=== Fog / Mist ===&lt;br /&gt;
&lt;br /&gt;
Fog is another aspect of the weather, described separately from the state of clouds when using {{k|W}}. (However, thick fog prevents you from being able to tell what the clouds are like via {{k|W}}.) There are three kinds of fog that may appear:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|░|7:0:1}} '''Thin Mist''' — There is a thin mist here.&lt;br /&gt;
* {{Tile|▒|7:0:1}} '''Fog''' — Fog enshrouds the area.&lt;br /&gt;
* {{Tile|▓|7:0:1}} '''Thick Fog''' — There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
&lt;br /&gt;
The symbols shown on the fast travel map are shown regardless of whether you have {{k|c}} enabled or not. If you have cloud viewing enabled, clouds in the same position as the fog will obscure that fog. When in the midst of fog on the fast travel map, a small circle around your adventurer will blink to show the surrounding area.&lt;br /&gt;
&lt;br /&gt;
=== Precipitation ===&lt;br /&gt;
==== Rain ====&lt;br /&gt;
{{DFtext|It is raining.|1:1}}&lt;br /&gt;
&lt;br /&gt;
Normal rain cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
When rain hits a tile labeled as a [[murky pool]], it will begin to fill it up with 1/7 [[water]], and if that does not evaporate the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored or used. (See the [[Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' water supplies such as [[river]]s and [[brook]]s.&lt;br /&gt;
&lt;br /&gt;
==== Snow and Cold ====&lt;br /&gt;
{{DFtext|Winter is here.|7:1}}&lt;br /&gt;
&lt;br /&gt;
{{DFtext|A snow storm has come.|7:1}}&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with a [[freezing]] climate, such as winter months in a moderate [[biome]], or at any time in a [[tundra]] or [[glacier]], it will freeze into a wall of [[ice]] if at least 4/7 deep, or a floor otherwise. Freezing ice acts much like [[obsidian]], and will instantly kill anything caught inside of it -- including creatures otherwise extremely hard to kill. In moderate biomes after winter has passed, ice will melt back into ponds. Ice walls will always thaw back into a full 7 units of liquid, regardless of the original water level, but ice floors will produce the original water depth when thawed. {{cite talk/this|Freezing/thawing ice}}&lt;br /&gt;
&lt;br /&gt;
Dwarves outside during a snowstorm can also freeze to death, so a very high priority when embarking on a glacier is to dig out some place warm for your idlers to rest.&lt;br /&gt;
&lt;br /&gt;
[[Magma]] running under snow-covered ground will melt it, but unlike [[ice]], molten snow doesn't turn into [[water]].&lt;br /&gt;
&lt;br /&gt;
==== Wind ====&lt;br /&gt;
&lt;br /&gt;
Wind is based entirely on your latitude - specifically, the region tile in which your fortress is located (0-16 for POCKET, 0-32 for SMALLER, 0-64 for SMALL, 0-128 for MEDIUM, and 0-256 for LARGE).&lt;br /&gt;
&lt;br /&gt;
The latitude is first scaled to LARGE size (though there's an odd bug that sets constant wind for SMALL/SMALLER/POCKET worlds). For MEDIUM worlds the latitude is multiplied by 2, for SMALL worlds it's multiplied by 4, for SMALLER it's multiplied by 8, and for POCKET it's multiplied by 16. It is then fed into the following table to generate the east/west wind strength:&lt;br /&gt;
&lt;br /&gt;
Arctic (0-50):&lt;br /&gt;
&lt;br /&gt;
0-15: strength -15&lt;br /&gt;
&lt;br /&gt;
16-27: strength -14&lt;br /&gt;
&lt;br /&gt;
28-38: strength -13&lt;br /&gt;
&lt;br /&gt;
39-45: strength -12&lt;br /&gt;
&lt;br /&gt;
46-50: strength -11&lt;br /&gt;
&lt;br /&gt;
Temperate (51-170):&lt;br /&gt;
&lt;br /&gt;
51-52: strength +11&lt;br /&gt;
&lt;br /&gt;
53-54: strength +12&lt;br /&gt;
&lt;br /&gt;
55-56: strength +13&lt;br /&gt;
&lt;br /&gt;
57-59: strength +14&lt;br /&gt;
&lt;br /&gt;
60-62: strength +15&lt;br /&gt;
&lt;br /&gt;
63-65: strength +16&lt;br /&gt;
&lt;br /&gt;
66-69: strength +17&lt;br /&gt;
&lt;br /&gt;
70-73: strength +18&lt;br /&gt;
&lt;br /&gt;
74-77: strength +19&lt;br /&gt;
&lt;br /&gt;
78-82: strength +20&lt;br /&gt;
&lt;br /&gt;
83-87: strength +21&lt;br /&gt;
&lt;br /&gt;
88-92: strength +22&lt;br /&gt;
&lt;br /&gt;
93-98: strength +23&lt;br /&gt;
&lt;br /&gt;
99-104: strength +24&lt;br /&gt;
&lt;br /&gt;
105-116: strength +25&lt;br /&gt;
&lt;br /&gt;
117-122: strength +24&lt;br /&gt;
&lt;br /&gt;
123-128: strength +23&lt;br /&gt;
&lt;br /&gt;
129-133: strength +22&lt;br /&gt;
&lt;br /&gt;
134-138: strength +21&lt;br /&gt;
&lt;br /&gt;
139-143: strength +20&lt;br /&gt;
&lt;br /&gt;
144-147: strength +19&lt;br /&gt;
&lt;br /&gt;
148-151: strength +18&lt;br /&gt;
&lt;br /&gt;
152-155: strength +17&lt;br /&gt;
&lt;br /&gt;
156-158: strength +16&lt;br /&gt;
&lt;br /&gt;
159-161: strength +15&lt;br /&gt;
&lt;br /&gt;
162-164: strength +14&lt;br /&gt;
&lt;br /&gt;
165-166: strength +13&lt;br /&gt;
&lt;br /&gt;
167-168: strength +12&lt;br /&gt;
&lt;br /&gt;
169-170: strength +11&lt;br /&gt;
&lt;br /&gt;
Tropical (171-220):&lt;br /&gt;
&lt;br /&gt;
171-172: strength -13&lt;br /&gt;
&lt;br /&gt;
173-175: strength -14&lt;br /&gt;
&lt;br /&gt;
176-178: strength -15&lt;br /&gt;
&lt;br /&gt;
179-181: strength -16&lt;br /&gt;
&lt;br /&gt;
182-184: strength -17&lt;br /&gt;
&lt;br /&gt;
185-188: strength -18&lt;br /&gt;
&lt;br /&gt;
189-192: strength -19&lt;br /&gt;
&lt;br /&gt;
193-198: strength -20&lt;br /&gt;
&lt;br /&gt;
199-202: strength -19&lt;br /&gt;
&lt;br /&gt;
203-206: strength -18&lt;br /&gt;
&lt;br /&gt;
207-209: strength -17&lt;br /&gt;
&lt;br /&gt;
210-212: strength -16&lt;br /&gt;
&lt;br /&gt;
213-215: strength -15&lt;br /&gt;
&lt;br /&gt;
216-218: strength -14&lt;br /&gt;
&lt;br /&gt;
219-220: strength -13&lt;br /&gt;
&lt;br /&gt;
Equator (221-256):&lt;br /&gt;
&lt;br /&gt;
221-256: strength 0&lt;br /&gt;
&lt;br /&gt;
In addition, certain regions of the world (if any) can have up to two gusty winds which occur daily - for a brief period of time each morning (3:00am to 7:00am for the first one, 6:00am to 9:00am for the second one), wind strength may be adjusted by +/- 10 on each axis (north/south and east/west), and in the evening (3:00pm to 6:00pm for both) it will be briefly adjusted in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
The combined wind strength (just abs(wind_x) + abs(wind_y)) determines the amount of power the windmill generates: 1-14 wind generates 20 power, 15-29 wind generates 40 power, and 30+ wind generates 60 power (though only for a few seconds, and the opposing gust will likely knock it down to 20 power for a brief moment). If you are in an area with weak wind, a gust of wind can potentially cause the windmill to reorient itself, causing some of the extra power to be lost.&lt;br /&gt;
&lt;br /&gt;
Wind affects the message you get when checking for the weather as an [[Adventure mode|adventurer]], as well as the amount of [[power]] that goes through [[windmill]]s.&lt;br /&gt;
&lt;br /&gt;
== Evil weather ==&lt;br /&gt;
Certain [[surroundings|evil surroundings]] feature freakish weather, such as fogs, clouds, and rains.  They may afflict those caught in them with various kinds of [[syndrome]]s or curses, such as poisonings or transformation into [[Undead|zombies]]. Names for evil weather are randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain).&lt;br /&gt;
&lt;br /&gt;
Two kinds of evil weather exist - evil rain, and evil clouds.  The type of weather effect and their associated syndromes (if any) are different and randomly chosen for every evil biome in a generated world.  There will be at most one weather effect for a given evil biome, sometimes in conjunction with the effect of [[Undead|corpse animation]].&lt;br /&gt;
&lt;br /&gt;
=== Evil clouds ===&lt;br /&gt;
[[File:Creeping_cloud.png|thumb|150px|A drifting evil cloud.]]&lt;br /&gt;
{{DFtext|A cloud of haunting fog has drifted nearby!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil clouds are made of a generated inorganic gas or dust.  They start in one tile and spread out in a similar manner to [[miasma]] vapor; when the game announces the cloud's presence, it will zoom into this tile.  Evil clouds cause more serious syndromes than evil rains, similar to those of [[forgotten beast]]s, [[titan]]s and [[demon]]s.  Certain evil clouds transform living beings caught in them into dangerous [[Undead|zombie]]-like thralls, turning them against all life while significantly increasing their strength and toughness [[attribute]]s.&lt;br /&gt;
&lt;br /&gt;
Evil clouds inflict worse syndromes than evil rains; thralling clouds are especially dangerous in the extreme, as the zombies produced are much stronger than those produced via ambient effects. These [[undead]] are very hard to kill and are '''much''' stronger than their original forms. Evil clouds have a tendency to roll over your outdoor trade depot and convert traveling merchants into a band of dwarf-hungry savages, which can be quite [[fun]] to a fortress reliant on trade.&lt;br /&gt;
&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode. Undead status means hostility from civilized beings, reduced speed and no regeneration. However, other undead will ignore you.&lt;br /&gt;
&lt;br /&gt;
=== Evil rain ===&lt;br /&gt;
{{DFtext|It is raining rotten sludge!|4:1}}&lt;br /&gt;
&lt;br /&gt;
Evil rain can be made of either the [[blood]] of a civilized race (most famously [[elf]] blood, but it can rain dwarf blood and others) or a randomly generated inorganic substance.  Blood rain typically causes no [[syndrome]]s, only giving whomever is caught in it an unhappy [[thought]].  Generated substances are more dangerous, causing minor symptoms such as vomiting and fevers, as well as inspiring the aforementioned unhappy thought. Evil rain can also cause wounds and injure dwarves and other creatures caught in them, although the extent of injury depends on the substance. Some forms of evil rain, such as those that cause blisters, will lead to instant [[fun]] as a blistered brain means death. Cats, birds, and other livestock dying after being exposed to evil rain indicates that dwarves may be next. Dwarves spattered with evil rain will seek a bath after any outdoor work, wasting time and [[soap]]. There are rumors of rain composed of other substances, such as [[alcohol]] and [[vomit]]; however, these seem to be rare.&lt;br /&gt;
&lt;br /&gt;
=== Dangers of evil weather ===&lt;br /&gt;
One of the dangers of evil weather is that ponds will never refill. Store water into underground basins and plan accordingly. Another annoyance is the total lack of wild bees in an evil climate. Though evil rains (excluding rains of blood) usually cause the &amp;quot;milder&amp;quot; types of [[syndrome]]s, these may still cause death as a secondary result of that syndrome: e.g. suffocation from blisters, dehydration from chronic nausea. &lt;br /&gt;
&lt;br /&gt;
Some evil weather effects condense on creatures, making their effects semi-permanent - symptoms won't go away until the source is washed. Those effects also can spread like a disease. In most cases, it will just infect dwarves that carry contaminated bodies to caskets.  Thralling dust clouds, however, [[fun|can quickly lead to an unstoppable zombie apocalypse]] if the dust is not completely washed off somehow.&lt;br /&gt;
&lt;br /&gt;
==== Movement of evil weather and safeguarding ====&lt;br /&gt;
Evil weather forms within about 30 tiles of the edge of the map (or edges of evil biomes within the map), and moves about the screen in one direction as the wind blows. Their structure is a series of miasma-like bursts of cloud that are spawned along the path of the cloud's invisible center. Because the clouds inflate similarly to [[miasma]] and because the direction they move in is random, they can very quickly dissipate, fly out of the map immediately, carry on at a steady pace, or spread rapidly to engulf very large areas. They will not, however, change direction.&lt;br /&gt;
&lt;br /&gt;
Clouds pose a serious threat to dwarves (and from there, entire fortresses), even if your citizens seem to be inside safe structures. However, clouds' movement methods can be exploited, and buildings need not be limited to hermetically-sealed pillboxes if you're careful.&lt;br /&gt;
&lt;br /&gt;
Although a cloud will glide uninterrupted along a single Z-level, it will teleport to the top of straight walls and pass over structures. As a result, a cloud will climb any hills and fortresses in its way with ease. Closed doors, raised drawbridges, and walls will keep the billowing parts out of buildings, but the movement of the cloud is mostly dependent on which tiles are marked &amp;quot;outside.&amp;quot; Clouds will not propagate inside a roofed area, although already-started miasma-like bursts can billow under the edges of such places if there are no walls to stop them, or if there are open windows in those walls. Clouds can also teleport down from an open roof (it only takes one tile of open stairwell for a small segment of cloud to teleport down and burst upon the bottom floor of your tower.) They will pass through fortifications with ease, although they'll never spawn inside a roofed fortification; a cloud must billow in from somewhere else in that case. For this reason, do not make windows that are one the same z-level as the rooftops of adjacent buildings or natural features. It is safe, for instance, to make a tall, isolated tower and give its middle levels windows with no protection whatsoever, because the clouds teleport rather than climb, and will not teleport to any inside area. They would go directly to the roof without bothering the levels in between. This could be multiplied to make something like New York with complete impunity, so long as all the rooftops are at the same height.&lt;br /&gt;
&lt;br /&gt;
If you choose to fortify outside, either be extremely careful with your designs, or be sure to have any open areas secured with floodgates, doors, or bridges to act as shutters to keep the clouds out. Adding doors throughout the structure to stop any accidentally-contained clouds from moving further inward does not hurt. It is important to emphasize that no rooftop will ever be safe.&lt;br /&gt;
&lt;br /&gt;
An evil cloud will dissipate rapidly at the border of evil with non-evil biomes, but if there is more evil biome on the other side of the non-evil biome, the same cloud can and will eventually spring up over there; clouds do not necessarily die when they disappear, depending on the map. They can phase through non-evil biomes, and will move invisibly across the non-evil biome(s) at the same rate that they would across evil biomes.&lt;br /&gt;
&lt;br /&gt;
It should be noted that attempting to make an open-roof barracks or tavern to prevent cave adaptation is extremely risky, even more so in a mixed-biome embark because the hazards of evil clouds are not immediately obvious. It would seem that the temporary disappearing effect of evil clouds when it attempts to cross a non-evil area is overwritten if it sweeps across constructed or otherwise modified floors (i.e. channeled out, roofed, or walls). This means erratic teleporting of the cloud depending on how much you've constructed but always means that any roofs are not safe. It also means the clouds will &amp;quot;appear&amp;quot; to linger on top of constructed surfaces, even if said surfaces are not in the evil part of the area. &lt;br /&gt;
&lt;br /&gt;
The only part that the cloud will not reach when it interacts with constructed walls is that it cannot touch the natural surface tiles within the walls that are the courtyard if the area is non-evil. Constructed surfaces and possibly channeled out areas are fair game for the cloud to spread. It's unknown if clouds will originate within modified tiles that are within non-evil areas of the map.&lt;br /&gt;
&lt;br /&gt;
For unknown reasons, clouds will not teleport up multi-tile trees, but will pass uninterrupted below their boughs. This will not be true for anything you build, implying that any &amp;quot;outside&amp;quot; tile is dangerous, as trees provide support and elevation without changing which tiles are exposed to the outside.&lt;br /&gt;
&lt;br /&gt;
Undead created by evil weather gain immediate strength bonuses and acquire a status of {{DFtext|Opposed to Life|0:1}}. They will tirelessly seek out living things to kill until they are struck down, which can take considerable effort.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Different biomes can exist in layers above the surface. This can lead to odd behavior like evil rain above a &amp;quot;good&amp;quot; biome.{{bug|8781}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nugreth&lt;br /&gt;
| elvish  = dafo&lt;br /&gt;
| goblin  = strobnod&lt;br /&gt;
| human   = señam&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Weather]]&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=247460</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=247460"/>
		<updated>2019-10-07T16:33:37Z</updated>

		<summary type="html">&lt;p&gt;Wanting Umbrella: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:18, 18 September 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of if the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
== Combinations of surroundings ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
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|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
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|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
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|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
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===Neutral===&lt;br /&gt;
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:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
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[[File:neutral_biome_preview.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]].  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Good===&lt;br /&gt;
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:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
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[[File:good_biome_preview.png|thumb|120px|left|A blue-colored good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.  &lt;br /&gt;
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====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Evil===&lt;br /&gt;
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:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
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[[File:biome_evil.png|frame|left|Pink patch of an evil biome.]][[File:biome_evil2.png|frame|right|Dark red/grey patch of an evil biome.]]&lt;br /&gt;
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'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
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About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]] and even [[hair]] left over from butchering.{{clear}}&lt;br /&gt;
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Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. &lt;br /&gt;
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If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
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When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
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Because of the inhospitablity of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for &amp;lt;s&amp;gt;great [[fun]]&amp;lt;/s&amp;gt; a challenge only.  &lt;br /&gt;
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====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
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===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
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'''Savage''' surroundings are the only surroundings which have giant and humanoid versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
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Most of the creatures in savage biomes will leave you alone, especially the animal men who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. &amp;quot;Savage Good&amp;quot; regions are called Joyous Wilds, &amp;quot;Savage Neutral&amp;quot; regions are called Untamed Wilds, and &amp;quot;Savage Evil&amp;quot; regions are called &amp;lt;s&amp;gt;excessively [[fun]]&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
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Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3. &lt;br /&gt;
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Civilizations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals. This may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. &lt;br /&gt;
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====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], giant animals, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
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{{World}}&lt;/div&gt;</summary>
		<author><name>Wanting Umbrella</name></author>
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