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- Use this page to report any issues related to the migration.
v0.31:Immigration
This article is about an older version of DF. |
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 Template:L, Template:L, and Template:Ls, among other things. Max wave size reported to date is 27[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 Template:L, and Template:L levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like Template:L), high levels of one or more Template:Ls, Template:L, Template:L and others.
Immigrants may have high skills in certain Template:L 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 Template:L 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 Template:L can greatly decrease the time taken to check each dwarfs skills.
Military Immigrants
Any immigrant, with (apparently) any collection of skills, may also arrive with some Template:Ls, all of the same Template:L level. These appear consistently to be:
- Armor User
- Fighter
- Dodger
...and one of either...
- Wrestler, Striker, Kicker, or Biter
- ...or...
- 1 (or more*) weapon skill
- and
- 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]
Labour bug
In 0.31.13 migrants can arrive with profession uncommon for Dwarf Fortress mode - "Thief, Merchant, Drunk" - it seems to be attempt to use global world spawned creatures as migrants(unconfirmed, but very desired to be true!) - the same creatures could be seen in Adventurer mode. Such migrants cannot be enlisten in military or assagned a labour, but can become a noble - drinking alcohol, eating food, sleeping and nothing else, makes them perfect candidates.
Non-Dwarven Immigrants
In 0.31.13 some players reports humans and elven immigrants among dwarfs. This may occur if you parent civilization hava conquered several non-dwarven towns(unconfirmed, but very desired to be true!). As with new migraion system As for now, due to a Labour bug described above, such migrants is basically a lazy uselessnesses. But, as soon as this fixed humans can form a nice striking force due to a larger size (can equip mauls, thohanded swords and use longsword with one hand) and higher agility. And elves will go as nice haulers with even higher agility.