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Editing 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.
  
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== How immigration is calculated ==
 
== 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.
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Immigration figures are influenced by your fortress's total "Created [[Wealth]]", probably further influenced by reporting of the yearly dwarven [[caravan]].{{verify}} 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{{verify}}, and this will seriously hurt your chances for immigration.{{verify}} 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.{{verify}} The other known factor that influences immigration is that 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.
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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. Forbidden items are included in your wealth "properly" as of [http://www.bay12games.com/dwarves/dev_now.html 09/02/2008].
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It is not a hard formula - identical fortresses with identical created wealth will tend to get more or less based on that wealth, but can experience some differences in the exact number arriving.  The wealth seems to create a target number, and the exact number of immigrants varies around that target.
  
 
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 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.
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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 your current population is even 1 less than the Population Cap, a full wave of 2 dozen (or more?) immigrants can arrive.
 
 
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? ==
 
== When does Immigration usually occur? ==
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:* Novice level (level 1) of two or three related skills from a single [[profession]]  
 
:* 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 (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]].)
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:* 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]].  
 
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]].
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Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}}
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The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have dwarves in their armies, that were previously snatched from you!)
  
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.
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[[Soldiers]] will only arrive if you have made or decorated their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[woodcutter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.{{verify}}
  
When you meet certain requirements in your outpost, like population or created wealth, some [[noble]]s will immigrate, like the [[Dungeon master]].
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When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].
  
 
==Immigrant's equipment==
 
==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]].
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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? ==
 
== 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? ==
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Several immigration messages are possible:
 
Several immigration messages are possible:
  
* ''A migrant has arrived.''
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* ''A migrant have arrived.''
 
: This occurs when only one migrant comes.  
 
: This occurs when only one migrant comes.  
 
* ''Some migrants have arrived.''
 
* ''Some migrants have arrived.''
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* ''Some migrants have arrived, despite the danger.''
 
* ''Some migrants have arrived, despite the danger.''
 
: This occurs if there are many deaths but not enough to stop immigration.
 
: 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.''
 
* ''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.''
: Can occur despite no dwarves or pets ever dying.
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: Appears to be caused by a lot of deaths (80+?) yet with a fortress wealthy enough (2 million?) to attract immigrants anyway.
* ''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.''
 
* ''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.
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: Very large numbers of deaths at a fortress can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!  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]].
  
 
== Migrants in [[Adventure Mode]] ==
 
== Migrants in [[Adventure Mode]] ==
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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}}
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[[Category:Dwarves]]
{{Category|World}}
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[[Category:World]]
  
 
{{Starting FAQ}}
 
{{Starting FAQ}}

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