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Editing 40d:Immigration
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'''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration. | '''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration. | ||
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived. | Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived. | ||
− | If there is no meeting zone they will simply sit at the edge of the map until their "migrant" status fades and they find a [[job]]. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z- | + | If there is no meeting zone they will simply sit at the edge of the map until their "migrant" status fades and they find a [[job]]. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your [[fortress]], they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one. |
− | + | The total number of [[dwarves]] in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease. | |
− | == | + | == When does Immigration usually occur? == |
+ | If your dwarves are very industrious <small>numbers would be helpful here</small>, you can expect to receive ten or more migrants in the first immigration wave, which can occur in [[autumn]] or even in [[summer]] of your first year. Immigration does usually occur from mid-spring of the second year on. | ||
− | + | Migrants seem to have a tendency to arrive in [[spring]] but can arrive in any season. | |
− | + | == How immigration is calculated == | |
− | Immigration | + | Immigration figures are based on your fortress's total "Created [[Wealth]]" (visible on the Status (['''z''']) screen once you get a [[broker]] with the [[appraiser]] skill). All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can potentially double fortress wealth early in the game. Forbidden items included in your wealth "properly" as of [http://www.bay12games.com/dwarves/dev_now.html 09/02/2008]. |
− | + | This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. The other known factor that influences immigration is that dwarf deaths will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero. | |
− | + | Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses. | |
− | + | Immigration will be stopped if your fortress reaches the Population Cap set in the [[init]] file. | |
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==Immigrants' skills== | ==Immigrants' skills== | ||
− | Migrants | + | Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession, or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s. A migrant may not always come with the necessary equipment to perform their jobs. For example, a [[Wood cutter]] may come without a [[battle axe]]. Inversely, a migrant may come with equipment they ''don't'' need to do their jobs. For example, a [[Carpenter]] may come with a [[battle axe]]. |
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− | Migrants will sometimes bring their | ||
=== How to influence the types of dwarves that immigrate === | === How to influence the types of dwarves that immigrate === | ||
− | + | Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}} | |
− | + | The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have [[human]]s in their armies, that were previously snatched from you!) | |
− | + | [[Soldiers]] will only arrive if you have made their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[carpenter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.{{verify}} | |
− | + | When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]]. | |
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== What are the drawbacks to immigration? == | == What are the drawbacks to immigration? == | ||
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Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace. | Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace. | ||
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== How can I curb immigration? == | == How can I curb immigration? == | ||
− | The easiest method to handle immigration is to | + | The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants. |
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed [[room]]s, then locking the [[door]] on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion. | You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed [[room]]s, then locking the [[door]] on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion. | ||
− | You can also kill the immigrants themselves, deliberately or otherwise. | + | You can also kill the immigrants themselves, deliberately or otherwise. Large numbers of deaths will lead to the event announcement "Some immigrants have arrived" changing to "Some immigrants have arrived, despite the danger!" Even larger numbers of deaths, about 80, will cause the announcement to be something like: "Some immigrants have come to this terrifying place despite the probability that it will become their tomb." I don't not remember the exact quote, if any of you want just make a high population fortress and then lock everyone on a floor 10 z-levels up and use one guy to remove on floor to cave it in... You need about 2.5 million fortress wealth to get any more after this but if you do, you'll get the message. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap! |
− | + | Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next [[season]]. | |
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== Migrants in [[Adventure Mode]] == | == Migrants in [[Adventure Mode]] == | ||
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It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]]. | It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]]. | ||
− | + | [[Category:Dwarves]] | |
− | + | [[Category:World]] | |
{{Starting FAQ}} | {{Starting FAQ}} |