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Difference between revisions of "40d Talk:Immigration"
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::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST) | ::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST) | ||
+ | One point of conflict in this article. It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration. It says to just reedit it when you want more dwarfs. In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number. | ||
+ | --[[User:Angus|Angus]] 18:17, 17 February 2008 (EST) | ||
== Equipment == | == Equipment == | ||
Revision as of 23:17, 17 February 2008
Don't know how much of this info is still valid. For example, the line "Notably, the incredibly useful Manager requires at least twenty dwarves." is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated. I'm going to edit out anything that I know to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.Thexor 19:07, 31 October 2007 (EDT)
- The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--Soyweiser 16:58, 8 November 2007 (EST)
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --Janus 16:15, 3 November 2007 (EDT)
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. FFLaguna 23:33, 3 November 2007 (EDT)
- I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category. Do children have parents when they come with immigrants? -Gotthard
- Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. FFLaguna 01:35, 4 November 2007 (EDT)
- Happend to me sometimes to, you have to wait for immigrants sometimes. --Soyweiser 16:58, 8 November 2007 (EST)
One point of conflict in this article. It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration. It says to just reedit it when you want more dwarfs. In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number. --Angus 18:17, 17 February 2008 (EST)
Equipment
(This should probably go on the Migrant talk page, but this page seems to be busier)
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? Runspotrun 16:08, 8 November 2007 (EST)
- nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --Soyweiser 07:46, 9 November 2007 (EST)
Combat Immigrants
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far. Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills. Anyone [Verify] that this is still true? --TheUbie 04:49, 19 November 2007 (EST)
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort Doler 12, 18:11 19 November 2007 (GMT+1)
- Did you maybe create a military and train dwarves in hammers and axes? --Geekwad 14:19, 19 November 2007 (EST)
Immigration Rate
Has anyone noticed there seems to be a logarithmic curve associated with immigration? In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants. However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year. Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic. I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc. I don't have the economy, perhaps this slows it down around 100? --Gotthard 11:18, 10 December 2007 (EST)
- Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! GarrieIrons 01:05, 11 January 2008 (EST)
Military immigrants without weapons
I started a game with just one dwarf. The first immigration wave, in the next spring, I got a recruit as one of my immigrants. This recruit had NO military skills, and no armor or weapons. What confuses me is that I had never created any weapons. The only remotely military thing I ever made was a single leather armor. If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor. Anyone else seen this? It throws a kink into the "weapons bring military dwarves" thing. Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --Sowelu 09:28, 12 January 2008 (EST)
Seasons and Immigration
I've had immigrants arrive in spring, summer and fall but never winter. Has anyone had immigrants arrive in winter? Or does whether immigrants arrive in winter depend on your fort's climate? Bouchart 22:45, 29 January 2008 (EST)