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v0.34:Quickstart guide/Migrants
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This article is about an older version of DF. |
| This page is part of the Quickstart guide. It is intended for beginners and may not be a full reference.
This page has a more in-depth version here. |
Around every season, your fortress will receive a wave of migrants. Migrants can be good and bad – they provide extra labor but require more resources at the same time.
Labors
Whenever migrants arrive, it's important to make sure they have useful labors enabled (utilities such as Dwarf Therapist or DFHack can help with this).
- If you have any new farmers, you'll probably want to enable Farming (Fields) (growing), unless they're highly skilled in brewing or you already have several growers. Once you have a skilled brewer and some skilled growers, you can disable those labors for your original 7 dwarves (as long as the migrants are more skilled – skill levels are listed here and can be seen with v-g).
- If you have any peasants, it's entirely up to you which labors to enable. Enable growing if you feel that you need more farmers, or maybe enable brewing and set up another still. You can also make them into an engraver and start smoothing areas of your fort to make them look prettier.