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40d Talk:Immigration

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Comments regarding new version

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 In fact, most of the noble-related info is outdated.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)
Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--Tomato 16:13, 10 March 2008 (EDT)

migration vs location on world map

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
I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible. --Angus 18:22, 17 February 2008 (EST)
With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --Janus 04:19, 18 February 2008 (EST)
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)

clarification on editing ini file

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.

The section where it says "A migrant is a member of a wave of immigration." is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --Tachyon

--Angus 18:17, 17 February 2008 (EST)

Talk Page from Migrant

This page should be merged with the page on immigration. Bouchart 01:47, 23 November 2007 (EST)

Agreed, and done --Juckto 08:28, 2 May 2008 (EDT)


I felt this edited out info is worth keeping here as hint for further investigations.

=== Immigration Triggers ===

Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:

* 5,000
* 10,000
* 100,000
* 140,000
* 165,000 (?)
* 300,000
* 340,000


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)
I think it depends a bit on how multi-skilled they are: if he had been a woodcutter he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.GarrieIrons 21:21, 8 August 2008 (EDT)

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)
The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this? --Angus 23:44, 19 February 2008 (EST)
No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --Koltom 06:55, 11 March 2008 (EDT)

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)

Did the recruit have any skills? Otherwise he's basically the same as a peasant. How many dwarfs were in your military at the time. That might also have been a factor. --Angus 23:47, 19 February 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)

I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though. What was strange was in the following Summer I had another wave of migrants. Two in one year. --Angus 23:49, 19 February 2008 (EST)
Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.GarrieIrons 21:19, 8 August 2008 (EDT)

Headline text

Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that? --Shabang50 07:36, 15 March 2008 (EDT)

Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --Koltom 08:52, 15 March 2008 (EDT)
i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -Chariot 14:28, 15 March 2008 (EDT)

Strange stuff

Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message

'dwarf has been possessed'

Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --Hoborobo 16:20, 9 June 2008 (EDT)

That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --Savok 18:37, 9 June 2008 (EDT)
Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a "Large ." --AlexFili 04:20, 10 June 2008 (EDT)
It isn't a bug. The fey immigrant, not the "Large ." --Savok 09:10, 10 June 2008 (EDT)

Lone Dwarf

"A migrant has arrived." For some reason I only got one migrant this time! Weird! --AlexFili 09:28, 12 June 2008 (EDT)

Migrant caps

The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --Tachyon 23:04, 2 August 2008 (EDT)

The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --Raumkraut 00:13, 3 August 2008 (EDT)

Migrant skills

Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --Tachyon 21:19, 10 August 2008 (EDT)

I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--DDouble 16:59, 11 August 2008 (EDT)

"Your fortress attracted no migrants this season."

I'm playing a Haunted fortress on a volcano for the first time, and I got this message in my first summer. It seemed odd because I almost never get migrants during the first summer, but this is the first time that fact was announced. Is this a tweak in the new version (181.40c), which I just downloaded today, or is it because I'm in a haunted map? I got the message again in the fall. --Ookpik 17:05, 21 August 2008 (EDT)

lots of people dying discourages immigration, as well as certain import/export/mining and immigration map factors, as far as i can tell.--Eerr 21:04, 21 August 2008 (EDT)