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Difference between revisions of "40d:Immigration"
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+ | {{quality|Exceptional|15:30 27 December 2011 (UTC)}}{{av}} | ||
'''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-level; 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. Additionally, if you change orders so that Dwarves are not allowed outside ({{K|o}} - {{K|i}}) immediately after immigrants begin arriving they will freeze in place, with no path to your fortress. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one. |
− | + | By default, immigration will stop when your fortress reaches 200 or more, but you can change this in the [[init.txt]] file. It will take several years to reach this number, assuming you want to reach it at all. Once your population falls below this number, immigration will begin again. | |
− | == | + | == How immigration is calculated == |
− | + | ||
+ | Immigration figures are determined by your fortress's total "Created [[Wealth]]" and by the number of revealed tiles in your fortress - every 1000☼ Wealth or 32 revealed walkable subterranean tiles allows one Dwarf to live in your fortress. This is further influenced by reporting of the yearly dwarven [[caravan]] - if, for any reason, the caravan does not arrive or does not make it off the map alive the first year, no wealth is reported, and this will seriously hurt your chances for immigration. Later, if they fail to make it off your map, then the previous year's caravan report is used to determine the next immigration waves. Additionally, dwarf deaths in your fortress will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero. If this reduces the number of immigrants, the message announcing the seasonal immigrants will include comments to this effect. | ||
+ | |||
+ | Created Wealth is visible on the Status ({{K|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 usually 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. | ||
− | + | Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses, though rarely larger numbers have been reported. | |
− | + | Immigration will be stopped if your fortress reaches the Population Cap set in the [[init]] file, but a given wave may cause your total to exceed that number if the Mountainhomes never received word of your current population. | |
− | + | Additionally, the total size of your fortress's {{k|u}}nits list (which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress) is known to affect the sizes of migrant waves. 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. | |
− | + | == When does Immigration usually occur? == | |
+ | Usually you have to wait until the dwarven [[caravan]] arrives - and leaves alive - in [[Autumn]] to start the immigrants on their way. If the caravan reports a high Created Wealth ''(of perhaps over 60,000? - an approximate number, there is no hard formula or known cutpoint)'', you can expect to receive maybe eight or more migrants in [[Winter]] after the Caravan, and/or more in the [[Spring]] following. If your dwarves are extremely productive, immigration can occur before the caravan arrives, in Autumn or even in [[Summer]] of your first year. Even with low created wealth, immigration does usually begin in Spring of the second year on. | ||
− | + | Migrants seem to have a greater tendency to arrive in Spring and in greater numbers, but can arrive in any season. | |
==Immigrants' skills== | ==Immigrants' skills== | ||
− | Migrants | + | Migrants are never very skilled. They arrive with one of the following mixes: |
+ | :* [[Peasant]]s - No skills at all | ||
+ | :* Novice level (level 1) of two or three related skills from a single [[profession]] | ||
+ | :* A (no adjective) level (level 2) of a single [[skill]] | ||
+ | :* A [[Soldier]] - Novice level each of [[wrestler]], [[armor user]], one [[Weapons#Weapon & Military Skills|weapon skill]] (and [[shield user]] if ''not'' a [[marksdwarf]].) | ||
+ | |||
+ | Migrants will sometimes bring their unskilled [[spouse]]s, [[child]]ren, and even their [[pet]] [[animal]]s. Children can perform some jobs, and will slowly grow to become adults, and any adult dwarf can be given any job, and eventually learn that [[skill]] while performing that [[labor]]. | ||
=== How to influence the types of dwarves that immigrate === | === How to influence the types of dwarves that immigrate === | ||
− | + | Immigrant [[skill]]s/[[job|careers]] are influenced by the types of jobs your dwarves have completed during the past year - for example, if you make a lot of cheese, then you're likely to get another [[cheese maker]]. | |
− | + | Similarly, [[soldier]]s will only arrive if you have made or decorated their type of [[weapon]] - for example, if you have 10 locally-made [[short sword]]s, then you can receive migrant [[swordsdwarf|Swordsdwarves]] until you have 10 of them (''not'' counting Sword Masters or Champions). This is not affected by weapons brought to your fort by other migrants - getting immigrant [[woodcutter]]s won't attract axedwarves, immigrant hunters won't attract marksdwarves, and immigrant soldiers won't attract more of their own kind. | |
− | + | When you meet certain requirements in your outpost, like population or created wealth, some [[noble]]s will immigrate, like the [[Dungeon master]]. | |
− | + | ==Immigrant's equipment== | |
+ | A migrant may not always come with the necessary equipment to perform their jobs. For example, a [[Wood cutter]] may or may not come with a [[battle axe]]. [[Soldier]]s may appear with only the clothes on their back, or geared up in full steel armor and weapon. Rarely, a migrant may come with equipment they ''don't'' need to do their jobs - for example, a [[Carpenter]] may come with a [[battle axe]]. | ||
== 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. | ||
+ | |||
+ | <s>Useless tossers</s> Nobles also can come with immigration waves and will require posh rooms immediately and other items eventually. | ||
== 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 change the point when immigration stops in [[Init.txt#POPULATION|init.txt]], under "population_cap". 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. Large numbers of deaths will | + | You can also kill the immigrants themselves, deliberately or otherwise. Large numbers of deaths will reduce immigration or prevent it entirely. |
− | 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]]. | + | |
+ | Several immigration messages are possible: | ||
+ | |||
+ | * ''A migrant has arrived.'' | ||
+ | : This occurs when only one migrant comes. | ||
+ | * ''Some migrants have arrived.'' | ||
+ | : This is the normal message. | ||
+ | * ''Some migrants have arrived, despite the danger.'' | ||
+ | : This occurs if there are many deaths but not enough to stop immigration. | ||
+ | * ''Migrants were too nervous to make the journey this season.'' | ||
+ | : No migrants. | ||
+ | * ''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.'' | ||
+ | : Can occur despite no dwarves or pets ever dying. | ||
+ | * ''Migrants refused to journey to such a dangerous fortress this season'' | ||
+ | : Very large numbers of deaths at a fortress can cause all immigration (except nobles) to cease for a while. 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]]. | ||
+ | * ''No one even considered making the journey to such a cursed death-trap this season.'' | ||
+ | : Like above, but even worse - so many dwarves have died at your fortress (whether due to invasions, [[hidden fun stuff]], or death-traps gone horribly wrong) that nobody wants to come anywhere near your fortress. | ||
== Migrants in [[Adventure Mode]] == | == Migrants in [[Adventure Mode]] == | ||
Line 51: | Line 81: | ||
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}} |
Latest revision as of 17:42, 15 November 2021
This article is about an older version of DF. |
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.
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-level; 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. Additionally, if you change orders so that Dwarves are not allowed outside (o - i) immediately after immigrants begin arriving they will freeze in place, with no path to your fortress. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.
By default, immigration will stop when your fortress reaches 200 or more, but you can change this in the init.txt file. It will take several years to reach this number, assuming you want to reach it at all. Once your population falls below this number, immigration will begin again.
How immigration is calculated[edit]
Immigration figures are determined by your fortress's total "Created Wealth" and by the number of revealed tiles in your fortress - every 1000☼ Wealth or 32 revealed walkable subterranean tiles allows one Dwarf to live in your fortress. This is further influenced by reporting of the yearly dwarven caravan - if, for any reason, the caravan does not arrive or does not make it off the map alive the first year, no wealth is reported, and this will seriously hurt your chances for immigration. Later, if they fail to make it off your map, then the previous year's caravan report is used to determine the next immigration waves. Additionally, dwarf deaths in your fortress will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero. If this reduces the number of immigrants, the message announcing the seasonal immigrants will include comments to this effect.
Created Wealth is visible on the Status (z) screen once you get a broker with the appraiser skill. All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. Artifacts usually are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game.
Immigration is rarely greater than 24 dwarves per wave, not including pets, kids and spouses, though rarely larger numbers have been reported.
Immigration will be stopped if your fortress reaches the Population Cap set in the init file, but a given wave may cause your total to exceed that number if the Mountainhomes never received word of your current population.
Additionally, the total size of your fortress's units list (which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress) is known to affect the sizes of migrant waves. 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.
When does Immigration usually occur?[edit]
Usually you have to wait until the dwarven caravan arrives - and leaves alive - in Autumn to start the immigrants on their way. If the caravan reports a high Created Wealth (of perhaps over 60,000? - an approximate number, there is no hard formula or known cutpoint), you can expect to receive maybe eight or more migrants in Winter after the Caravan, and/or more in the Spring following. If your dwarves are extremely productive, immigration can occur before the caravan arrives, in Autumn or even in Summer of your first year. Even with low created wealth, immigration does usually begin in Spring of the second year on.
Migrants seem to have a greater tendency to arrive in Spring and in greater numbers, but can arrive in any season.
Immigrants' skills[edit]
Migrants are never very skilled. They arrive with one of the following mixes:
- Peasants - No skills at all
- Novice level (level 1) of two or three related skills from a single profession
- A (no adjective) level (level 2) of a single skill
- A Soldier - Novice level each of wrestler, armor user, one weapon skill (and shield user if not a marksdwarf.)
Migrants will sometimes bring their unskilled spouses, children, and even their pet animals. Children can perform some jobs, and will slowly grow to become adults, and any adult dwarf can be given any job, and eventually learn that skill while performing that labor.
How to influence the types of dwarves that immigrate[edit]
Immigrant skills/careers are influenced by the types of jobs your dwarves have completed during the past year - for example, if you make a lot of cheese, then you're likely to get another cheese maker.
Similarly, soldiers will only arrive if you have made or decorated their type of weapon - for example, if you have 10 locally-made short swords, then you can receive migrant Swordsdwarves until you have 10 of them (not counting Sword Masters or Champions). This is not affected by weapons brought to your fort by other migrants - getting immigrant woodcutters won't attract axedwarves, immigrant hunters won't attract marksdwarves, and immigrant soldiers won't attract more of their own kind.
When you meet certain requirements in your outpost, like population or created wealth, some nobles will immigrate, like the Dungeon master.
Immigrant's equipment[edit]
A migrant may not always come with the necessary equipment to perform their jobs. For example, a Wood cutter may or may not come with a battle axe. Soldiers may appear with only the clothes on their back, or geared up in full steel armor and weapon. Rarely, a migrant may come with equipment they don't need to do their jobs - for example, a Carpenter may come with a battle axe.
What are the drawbacks to immigration?[edit]
Most of the time, immigration is a Good Thing, and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given "luxury" tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.
Of course, additional dwarves also require additional bedrooms, workshops, and 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.
Useless tossers Nobles also can come with immigration waves and will require posh rooms immediately and other items eventually.
How can I curb immigration?[edit]
The easiest method to handle immigration is to change the point when immigration stops in init.txt, under "population_cap". 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 moods, 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 workshops are in enclosed rooms, 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. Large numbers of deaths will reduce immigration or prevent it entirely.
Several immigration messages are possible:
- A migrant has arrived.
- This occurs when only one migrant comes.
- Some migrants have arrived.
- This is the normal message.
- Some migrants have arrived, despite the danger.
- This occurs if there are many deaths but not enough to stop immigration.
- Migrants were too nervous to make the journey this season.
- No migrants.
- Some migrants have decided to brave this terrifying place, knowing it may be their tomb.
- Can occur despite no dwarves or pets ever dying.
- Migrants refused to journey to such a dangerous fortress this season
- Very large numbers of deaths at a fortress can cause all immigration (except nobles) to cease for a while. 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.
- No one even considered making the journey to such a cursed death-trap this season.
- Like above, but even worse - so many dwarves have died at your fortress (whether due to invasions, hidden fun stuff, or death-traps gone horribly wrong) that nobody wants to come anywhere near your fortress.
Migrants in Adventure Mode[edit]
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes goblins and kobolds. Such bands will consist of non-specialized adults and children.
Migration Effects on the World[edit]
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.