v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Bentgirder

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 391: Line 391:
 
The first wave of [[migrant]]s can double your population! The amount of migrants you will get depends on the overall quality of your fortress and the size of your civilization. If your fortress is just an unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields.  
 
The first wave of [[migrant]]s can double your population! The amount of migrants you will get depends on the overall quality of your fortress and the size of your civilization. If your fortress is just an unpolished hole-in-the-ground, you'll get very few migrants. If it's a massive, wondrously carved maze, you may get more migrants than you know what to do with. Providing food, drink, and beds for them all can be a challenge, but the extra hands make the fortress run more smoothly, and let you branch out into new fields.  
  
As the new dwarves come in, check their [[skill]]s and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.
+
As the new dwarves come in, check their [[skil;]]s and what labors are enabled. Some jobs are part of an [[industry]] of interlinked tasks. For example, a [[blacksmith]] needs a [[furnace operator]] to provide raw materials. Sometimes you luck out and get the migrant you need, sometimes you have to train an unskilled dwarf from scratch.
  
 
= Future of the Fortress=
 
= Future of the Fortress=

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: