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v0.34 Talk:Immigration
Strange moods[edit]
20 dwarves, including children and babies, may be the magic number for strange moods happening. I usually have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. Invasions, sieges and thieves occur even if you don't reach 20 dwarves. Ptb ptb 05:49, 14 July 2012 (UTC)
- Er, this is already well-documented on the strange mood page... --Quietust 15:26, 14 July 2012 (UTC)
Multiple Immigrations First Year[edit]
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?
- Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.
- worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s98.134.191.123 23:12, 20 April 2012 (UTC)
Drawbacks to killing an Immigrant wave[edit]
Does anybody know the exact drawbacks to killing an immigrant wave? Will there be multiple ghosts roaming my fort if I say, let them all die to a siege before they reach my fort? --Dissimulation 10:56, 31 May 2012 (UTC)
- That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --24.155.14.194 16:58, 24 June 2012 (UTC)
"Trader" Strangers coming with immigrant wave[edit]
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are "Traders". These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in "Other" as friendly. When they enter the screen with a wave, they blink with "X" and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues. These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.
My Question is: Has anybody observed that? Has anybody information feedback for me? -- 81.217.58.127 17:50, 1 June 2012 (UTC)
- This is Bug:5098: "Friendly" migrants with Trader profession act like on-the-job merchants
- Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants. See that bug entry for more details. -- HiEv 22:34, 1 June 2012 (UTC)
- I've found that this doesn't seems to affect appraisers that weren't previously merchants. --Lethosor 23:55, 23 November 2012 (UTC)
Minimum population discovered at which POPULATION_CAP is ignored[edit]
Recent science (34.07) [1] shows that below a minimum population of 4, POPULATION_CAP is ignored. I have altered the sentence that referred to a minimum population of 10. Finn
- This bit? "and you must have more than 10 dwarfs" It doesn't appear to have been altered. Ptb ptb 03:55, 25 July 2012 (UTC)
All combat migrants[edit]
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side. Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill. Has anyone else had any kind of migrant skills pattern? Is my civilization just really warlike? They do happen to be in an actual war with the goblins, unlike the normal level of conflict. Perhaps skills aren't as randomized as we thought. OrangePikmin 05:14, 21 June 2012 (UTC)
- You're probably just embarking in the middle of or right after a large war. Putnam3145 07:52, 21 June 2012 (UTC)
- Well like I said I was at war, but I didn't see anything about this in the page. Seems like if it's common knowledge it should be on the wiki somewhere. OrangePikmin 19:26, 22 June 2012 (UTC)
Unreasonably large migrant waves[edit]
My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --24.155.14.194 16:58, 24 June 2012 (UTC)
I have received a wave of 14 as my first wave, but 5 were children. Maybe children aren't counted towards the limit of 10? --Lethosor 23:42, 23 November 2012 (UTC)
Skill levels[edit]
80% of my immigrants have 1 competent weapon skill, Novice Armor User/Shield User/Dodger and either a bunch of other novice skills, or one Adequate (non-combat skill). Regardless whether the Dwarf is 30 years old or 150. Anybody else have problems like this? I suppose these all aren't historical figures? Or is my civilization wrought with unemployment? 79.223.183.253 18:28, 18 August 2012 (UTC)
- I wouldn't say 80%, but yeah. Also dabbling shield/armor/wrestler/striker/kicker/dodger is very common now. Any high level civ skills that arrive are almost always at Great level. I'm not so sure about historical figures being exceptions - I have an awful lot of dwarves with exactly these patterns, but still having a gazillion nieces, nephews, aunts and uncles (in a 250-year history world). So far my clearest exceptions to these patterns often turn out to be vampires..! (seriously, I had two vamps already as examples, but remembered a recent migrant with Accomplished axe/armor/etc and checked him out as a counterexample; turns out I missed his vampiritude when he arrived! Confirmed by deity/nickname exploit.) YMMV, of course. Urist McDorf 01:32, 5 September 2012 (UTC)
Labor Preference Bug[edit]
...is long gone; should either remove that paragraph entirely or replace it with a brief discussion of current labor options for new migrants. Urist McDorf 01:32, 5 September 2012 (UTC)
Immigration and short-history worlds[edit]
Now fooling around with a very short-history world (5 years, embark in 6). I've noticed some differences in the typical labor patterns - more variation in skill levels than, as noted above, the tendency towards only Novice, Competent and Great levels. Perhaps there's something to do with world-gen stat gain/rust which causes the drift to these levels.
Also, in previous long worlds, once in a rare while I'd see a dwarf arriving with some Swimmer skill, but for some reason in this world more than 2/3rds (10 of 14) of my first two migrant waves arrived with Novice or greater Swimmer. Thought it could just be luck when the first 6 swimmers of 9 migrants arrived, but having the next 4 out of a wave of 5 be swimmers, too.. I suppose it could be civ-related as well as history. More science needed.
Finally, getting a bit worried about vampires - few, if any, dwarves show any civ memberships other than their current one, and scanning every migrant, none of the deities I've looked at have any worship/curse relationships at all, so two of the most definitive (current) means of identifying vamps may get shot down in short worlds. So far no appearance of blood-drained dwarves, so no way to be sure yet. Or, oops, if no creatures were cursed, I wonder if that means there are no vampires... Urist McDorf 02:21, 11 September 2012 (UTC)
- Abandoned from clone, and started Legends mode. No gods (dwarven, human or elven) with any curse (or worship or any other) relationship. No historical-figure vampires of any race. I was tempted to run the fort for a while to see if any vamps showed up anyway, but Legends also told me that this very small world also has no goblins. Need. More. Fun.
Liaison[edit]
Just Noted that when you get the current monarch, and thus become the mountain home the liaison no longer comes. But according to the wiki it is the liaison that sets the current pop on safe return. This might be the problem for a few long term fortresses that go over the pop cap and keep getting migrants. Or for similar forts that fall below such and don't get any.
Just a note :)
- I have noticed this too, although I am usually years past my population cap by the time a monarch shows up. I would be surprised if the limit was actually based on the liaison showing up – the game probably just simulates a check whenever a dwarven caravan shows up. This would be a good thing to test, though. --Lethosor 23:49, 23 November 2012 (UTC)
Orphanage Migration?[edit]
I've had two of my fortresses hit with a unusually large wave composed mostly of children within the second year. Both waves had over 15 children, and about 3-5 adults with them. Would it have something to do with a short world history?
- Unlikely – I've had 50+ year old migrants in a 5-year-old world (which is probably a bug of some sort). --Lethosor 23:51, 23 November 2012 (UTC)
- you will note that it says they have the appearance of X-years in such a short world time. The initial dwarfs are created with a specific age that is then added to as the time goes by and these dwarfs have the additional descriptor "...and is one of the first of his/her kind." Otherwise there would be countless children at the age of five migrating to your fortress.
Winter Migration?[edit]
In the numerous forts I have played I have never had any migrants in winter. The wiki page says that you don't get winter migrants in the first year. Does this apply to all other years as well? --20:34, 4 February 2013 (UTC)
No Migration[edit]
I've run three games now in version 0.40.24, each one lasting 2 to 3 years and in all of them I received no immigrants at all. The first one was on an island, so I thought that was it but the next two were not. In one of them my outpost liaison was a goblin so I thought maybe the civilization was extinct, but even if that had been the case I thought I should have gotten the two hard-coded migration waves. The third one had nothing suspicious about it at all.
The only thing I can think of is that I set my population cap to 100 and maybe there's a bug that causes that setting to prevent any immigration at all, but I've checked and there does not appear to be any such bug listed. Does anyone know what I might be doing wrong, or is this an undocumented bug? 64.180.242.196 14:01, 1 May 2015 (UTC)
- This is the discussion page for v0.34. Version 0.40 added a strict population cap, and changed how the caps work. In early releases of the v0.40 branch there were reports that mods were removing the strict population cap from the init file, causing the game to default to "0" (which prevents immigration). If you have both population caps set correctly then you might have more luck asking on the gameplay questions forum.--Loci (talk) 18:00, 1 May 2015 (UTC)
- Sorry, I thought I was on the v0.40 page. Moving this conversation now....64.180.242.196 20:37, 1 May 2015 (UTC)