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v0.31 Talk:Immigration

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skills

First migrant wave, 3 migrants, 1st summer. One migrant, a "stoneworker", had:

  • Competent (3) Armor User
  • Novice (1) Siege Operator
  • Competent (3) Fighter
  • Competent (3) Wrestler
  • Competent (3) Dodger
  • Expert (8) Engraver
  • Expert (8) Mason
  • Novice (1) Animal Dissector
  • Adequate* (2) Tanner (* the new term for the old "no label" level 2 experience slot)

We ain't in Kansas any more!--Albedo 07:49, 5 April 2010 (UTC)
Another (rerun via seasonal save, same season as above):

  • one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.
  • one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.
  • and a very familiar level 2 (Adequate) Dyer.
I had one with *two* Grand Master (14) medical skills show up. (anon)

GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by "profession", nor have to make any "sense" re matching up.--Albedo 19:43, 5 April 2010 (UTC)

size of waves

For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...
For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --Nimblewright 09:11, 6 April 2010 (UTC)
And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm. Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus. For now, keep an eye on Trade %, but watch Created Wealth as well. --Albedo 17:55, 6 April 2010 (UTC)

Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --131.111.254.209 12:45, 6 April 2010 (UTC)

25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's "typical".
Has anyone had OVER 25 (not including children)?--Albedo 17:55, 6 April 2010 (UTC)

labor turned on

Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only if not turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --Confused 12:56, 11 April 2010 (UTC)

I think dwarves are just assigned a history of jobs (like NPCs), and their "latest" one is the active one, even if they're far better suited at another job. I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. Trorbes 18:44, 11 April 2010 (UTC)

pattern with military skills?

It seems like immigrants arrive either completely without military skills, or they have quite a few. In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it. In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill. Can anyone confirm this? Greep 20:36, 16 April 2010 (UTC)