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==Migration after Abandoning==
 
 
I just ran into a group of migrants in Adventurer mode. After killing them all, I went into Legends and realized that they were all dwarves fleeing my previously abandoned fortress. Apparently about a year after abandoning, they decided to move somewhere else. Does anyone else have further info/experimentation with this?
 
 
 
==Multiple civs==
 
==Multiple civs==
 
What information do we have about the relationship between immigration rate and the number of dwarven civs? Is there info? Is there a relation? [[User:VengefulDonut|VengefulDonut]] 18:35, 22 August 2008 (EDT)
 
What information do we have about the relationship between immigration rate and the number of dwarven civs? Is there info? Is there a relation? [[User:VengefulDonut|VengefulDonut]] 18:35, 22 August 2008 (EDT)
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::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.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)
 
::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.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)
 
'''Immigrant's equipment'''<br />A migrant may not not always come with the necessary equipment... <br />...a Wood cutter may or may not come with a battle axe.... <br />Rarely, ...a Carpenter may come with a battle axe.
 
I've seen a lot of migrants - I cannot remember ''any'' axes ''ever'' showing up except with axedwarves.  Ambushers do the "free leather armor/crossbow/bolts" dance, and military dwarves sometimes come armed/armored, but can anyone confirm that the above is, even rarely, a valid statement for ''any'' other equipment? The poster above (Soyweiser) posted back in '07, several versions ago.  Axes? Picks? I've never seen either. --[[User:Albedo|Albedo]] 17:27, 5 August 2009 (UTC)
 
  
 
== Combat Immigrants ==
 
== Combat Immigrants ==
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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?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)
 
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?    --[[User:TheUbie|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 [[User:Doler_12|Doler 12]], 18:11 19 November 2007 (GMT+1)
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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?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)
 
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|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?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (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?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)
 
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)
 
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)
 
The equipment requirement is also filled by artifacts, I had a mood produce a sword and just got a swordsdwarf. The only weapon I have commanded to be forged was a crossbow. --[[User:Diserian|Diserian]]
 
  
 
== Immigration Rate ==
 
== Immigration Rate ==
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: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! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (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! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)
 
:: Might as well add some info. While testing, I lost 4 of my initial dwarf. I digged a 3x3 up/down stair (mined some gold), build one bed, one armor rack. And that's it. Well I did kill some rhesus macaque and stole some food from a caravan. Yet 5 migrants still came anyway without a lot of wealth. --[[User:Karl|Karl]] 15:54, 28 January 2009 (EST)
 
:: Might as well add some info. While testing, I lost 4 of my initial dwarf. I digged a 3x3 up/down stair (mined some gold), build one bed, one armor rack. And that's it. Well I did kill some rhesus macaque and stole some food from a caravan. Yet 5 migrants still came anyway without a lot of wealth. --[[User:Karl|Karl]] 15:54, 28 January 2009 (EST)
:::A bear attacked me during the first season, killing 2 dwarves, and badly wounding my leader/carpenter.  After mining about 5 or 6 gem deposits, a hematite vein, a limonite vein, and a coal vein, my first immigrant wave came with 24 dwarves.  Now, after a moody engraver made an artifact, I've engraved pretty much every available surface, masterpieces everywhere, and I'm afraid of how many dwarves I'll have after the next wave.  The biggest problem is I don't know how many bedrooms to build ahead of time.  --[[User:Smartmo|Smartmo]] 14:56, 2 May 2009 (UTC)
 
  
 
== Military immigrants without weapons ==
 
== Military immigrants without weapons ==
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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). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)
 
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). --[[User:Sowelu|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. --[[User:Angus|Angus]] 23:47, 19 February 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. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)
 
::I just got something sorta like this. I've made warhammers mostly and maybe some axes/picks. And yet, one of my immigrants that came was a marksdwarf. I didn't even have any crossbows or bolts of any kind. I think the claim that you need to have made the weapons first might be outdated. [[User:Shardok|Shardok]] 09:41, 5 November 2009 (UTC)
 
:::There are 2 types of "military" migrants - "weaponsdwarfs" (fill in the name of the weapon), and "wrestlers".  Wrestlers come with no armor or weapons, but do have a weapons skill, and usually either shield- or armor-user (or both) as well.  (There are also "rangers" and "hunters" etc., but they're not, technically, "military".) This happens too often to be a bug - it's just another random result.<br />You don't ''have'' to have the weapons to get a military dwarf (with or without weapon and armor), but if you do that will tend to be the type of weapons-dwarf that arrives. Maybe crossbows/marksdwarfs are an exception - (are you sure some gobbos didn't leave one lying around?)--[[User:Albedo|Albedo]] 10:08, 5 November 2009 (UTC)
 
  
 
== Seasons and Immigration ==
 
== Seasons and Immigration ==
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Also, immigration seems to be much slower than in my precedents forts (one wave per year or so, when it's not cancelled by the above message), and I noticed that I haven't received caravans since a year or so (maybe related with the above statement about merchants deaths). -[[User:Timst|Timst]] 12:58, 26 October 2008 (EDT)
 
Also, immigration seems to be much slower than in my precedents forts (one wave per year or so, when it's not cancelled by the above message), and I noticed that I haven't received caravans since a year or so (maybe related with the above statement about merchants deaths). -[[User:Timst|Timst]] 12:58, 26 October 2008 (EDT)
 
I also got the migrants where to nervous to migrant message, i dont know where it came from, before i got the migrants braved the danger message but for the past 2 years or so even with 2 sieges and numerous ambushes ive had no deaths, and im not on a dangerous biome, so the nervous migrant message most likely as nothing to do with either deaths or biomes... -sindain
 
 
I've killed off nearly every single dwarf that's immigrated to my fortress. I've got a nasty infestation of Carp (40+, with the assorted Sturgeon, Sea Lamprey, and Longnose Gar) in my river, and I've been sending the immigrants I didn't like to their deaths to whittle away at their numbers. The only immigration messages I've gotten are "Some immigrants have arrived, despite the danger," and "No immigrants have arrived this season." Odd that no one seems to be concerned about the high percentage of deaths in my immigrants any more than to say, "Well, it seems kind of dangerous there, but let's go anyway!" Then they end up being ripped limb from limb by vicious schools of Carp. Why is my fortress not yet labelled a death trap? [[User:Pariah|Pariah]] 14:03, 3 April 2009 (UTC)
 
  
 
==No immigration?==
 
==No immigration?==
 
I just played a game with no immigration. There were no dwarven civilizations nearby. How did that even happen? --[[User:Fringd|Fringd]] 22:10, 8 November 2008 (EST) (Moved from article page --[[User:Navian|Navian]] 08:23, 9 November 2008 (EST))
 
I just played a game with no immigration. There were no dwarven civilizations nearby. How did that even happen? --[[User:Fringd|Fringd]] 22:10, 8 November 2008 (EST) (Moved from article page --[[User:Navian|Navian]] 08:23, 9 November 2008 (EST))
: You didn't start the game on an island, did you?  It's not entirely impossible to find a location where there are no other civilizations near you, but the world gen certainly does a good job at making this difficult.  Can you post an export or seed of your map? --[[User:FJH|FJH]] 17:01, 15 March 2009 (EST)
 
: You said it yourself - "There were no dwarven civilizations nearby".  If, during world-gen, all of those get wiped out (by the various forces and fates that worldgen subjects civs to), then congrats - you're all alone.  Islands can do it too - it's hardly unheard of.  But it does deserve a comment here I suppose.  (I always check all the various info via {{key|tab}} on that site finder screen - make sure I have both trading partners and enemies. --[[User:Albedo|Albedo]] 22:46, 2 May 2009 (UTC)
 
 
==Immigration season ==
 
 
For me, immigration seems to follow this trend: Randomly and completely independent of wealth, a small imigration may occur during summer/autumn/winter.  This immigration is always typically in the very small amount range (seems to be no greater than about 10).  However, during spring, immigration will ''always'' occur and be an amount dependent on wealth [[User:Greep|Greep]] 09:40, 29 June 2009 (UTC)
 
 
== Immigrants braving the tomb ==
 
 
Just got the message with 61 deaths and ~2,070,0000 created wealth.  I'm guessing wealth is based on 2,000,000 and that the message occurs whenever one gets no immigration from danger, regardless of deaths (I let my queen die, e.g. and that's probably all it took). [[User:Greep|Greep]] 01:45, 14 July 2009 (UTC)
 
: Just got this message with ''twenty-one'' deaths, plus one Countess Consort. Probably linked more to nobles than body count. Changing the main article to reflect this. --[[User:Loyal|Loyal]] 12:58, 5 January 2010 (UTC)
 
 
==This page contradicts itself.==
 
 
Where it says the caravan reports your wealth, than says if you are productive immigrants may come in the first summer. Something must be wrong, if there is no caravan report than your productivity would have nothing to do with it. If on the other hand it is productivity AND the caravan reports, then the guesses on other parts of the calculations for migrant waves are probably off.--[[User:Criptfeind|Criptfeind]] 16:42, 15 July 2009 (UTC)
 
: I went ahead and reworded a bit. Probably anyone agrees that wealth is a strong factor and I also have the impression that the dwarven caravan has an influence, but indeed neither is this proven fact AFAIK, nor is it the whole story. One might argue that word of early success (and great wealth/growth generally) gets around without caravan, but the detailed report of the caravan attracts more dwarves to come, but this is simply speculation. --[[User:Koltom|Koltom]] 22:21, 15 July 2009 (UTC)
 
:: Well it really doesn't matter too much in any case.  After lots and lots of experimention and trying out builds, the amount of wealth required to get the maximum immgrants up until 50 population is incredibly low, and the first spring/summer/august immgrations will always happen randomly (after starting the first year for about 16 tests, I actually got more summer/autumn immigration with less wealth than the very high wealth trials (120k+ by first caravan), but I'm guessing it's coincidence).  Getting 20k by the first caravan and 100k by the first caravan will net the exact same immgration for a long time (~8 for non-spring, 20-30 for spring).  It's when you get incredibly low amounts, like 5k or so, by doing nothing but stat training on sand walls for two straight seasons, that you even notice a change in immigration. In that case I've gotten as little as 6 immigrants on the gauranteed new year's spring immigration, but you STILL get a random chance for summer/autumn/winter immigration.  Once you get about 50, though, wealth makes a solid difference, but I'm too lazy to run tests for 3 year old fortresses.  [[User:Greep|Greep]] 23:05, 16 July 2009 (UTC)
 
 
 
==migration and location on world map==
 
I know this is a really old discussion on the matter, and was from a different version. But to bring this topic back into context. I just started a fortress on the space right next to a dwarven mountainhome and in Summer of my first year I got 9 immigrants, then come Autumn, before my caravan left, I got another 9 dwarves coming. These were the first dwarves I had ever received before Spring of the second year of a fortress, and my wealth was under 5000 even when the first wave came, and just around 15000 when the second wave arrived. Could the close proximity to the other fortress be having an affect on my immigrant waves? [[User:Shardok|Shardok]] 11:37, 8 August 2009 (UTC)
 
:Well, I would agree, especially when you start your new fortress near your home civ. When I do so my autumn wave arrives rather fast after the carvan leaves. --[[User:Birthright|Birthright]] 12:43, 8 August 2009 (UTC)
 
 
== Immigration tied to liason, not caravan ==
 
 
I don't think your wave of immigrants is tied to the caravan.  I believe it is tied to the liason.  In one game I traded with the caravan first and then talked to the liason.  No immigrants arrived that fall of my first year.  I reloaded, talked to the liason first, and sent him on his way as fast as I could and then traded with the caravan.  And I got 7 immigrants my first year.  My fortress wealth also was not very high at all (20k or so).  Finally, sometimes, no matter how quickly I talk to the liason, I still don't get the immigrants the first year... so my theory could be wrong.  But my experience indicates that the liason is tied to your immigrant waves.--[[User:Jpwrunyan|Jpwrunyan]] 15:18, 17 October 2009 (UTC)
 
:This is an interesting observation, and might well prove to have merit - HOWEVER... it doesn't yet.  There are a LOT of random and unknown factors in DF.  Repeat this experiment 5 times on different maps, with the same results, and it will gain more support - and surprise the hell outa me, because of the randomizers.  Immigration (like combat, king's arrival and some other events) are the type of thing that must be seen as trends, not specific instances, because of all the variables and unknowns.--[[User:Albedo|Albedo]] 18:15, 18 October 2009 (UTC)
 
::I can add weight to this theory as well.  My first year, three raccoons (apparently DIRE RACCOONS!) ambushed and killed the wagon, leaving all the items on the map and all the traders left before getting to my trade depot.  The liason made it successfully to the meeting and off the map, and my first migrant wave is currently in progress on 28th Sandstone in Autumn of year 1. To sum up -- merchants did not hit my trade depot (but did leave map, so maybe they DID report wealth somehow through the magic of...traderliness), Liason did, I have migrants. [[User:Rowenlemmings|''Rowen'']]<sup>[[User Talk:Rowenlemmings|(talk)]]</sup> 03:43, 23 October 2009 (UTC)
 

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