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Editing v0.31:Immigration
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− | {{quality|Exceptional| | + | {{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}} |
− | Immigration can occur | + | Immigration can occur once per season, and can happen at any time throughout (both early and late season immigrations have been reported) |
− | + | Smaller migrant waves (2 to 10) seem typical in early seasons, followed by a large wave (low double digits) in the second Spring (one year after embark). Be prepared with adequate {{l|food}}, {{l|alcohol|drink}}, and {{l|bed}}s, among other things. Max wave size reported to date is 25{{verify}}. | |
− | + | Migrants also often bring animals with them. These are often not pets of the migrants, but will always be domestic animals. | |
+ | Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.{{verify}} (or, of course, stay below) | ||
+ | It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. | ||
− | == | + | == Labour preference bug == |
− | + | Migrants each can arrive with a wide collection of (often unrelated) skills, far greater than possible with one of the {{L|starting build|starting 7 dwarves}}, and {{L|experience}} levels as high as Legendary. | |
− | Any and all skills might be represented, including obscure military skills (like | + | Any and all skills might be represented, including obscure military skills (like {{l|blowgunner}}), high levels of one or more {{l|social skill}}s, {{l|crutch walker}}, {{l|concentration}} and others. |
− | Immigrants may have high skills in certain | + | Immigrants may have high skills in certain {{l|labor|labors}} without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bonecrafting on "high master", albeit turned off in his preferences. The dwarf in question is listed as a bonecrafter on screen and in the {{l|status}} tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as {{l|utilities|Dwarf Therapist}} can greatly decrease the time taken to check each dwarfs skills. |
==Military Immigrants== | ==Military Immigrants== | ||
− | Any immigrant, with apparently any collection of skills, may also arrive with some | + | Any immigrant, with (apparently) any collection of skills, may also arrive with some {{L|combat skill}}s, all of the same {{L|experience}} level. These appear consistently to be: |
:* Armor User | :* Armor User | ||
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::* Shield user | ::* Shield user | ||
− | + | *If more than 1, then the total experience divided between the skills seems to be approximately equal to that of any of the other skills.{{verify}} | |
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