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Editing v0.31:Immigration
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− | {{ | + | {{av}} |
+ | Immigration can occur once per season, and can happen at any time throughout (both early and late season immigrations have been reported) | ||
− | + | Smaller migrant waves (3 to 9) seem typical in early seasons, followed by a large wave (low double digits) in the second Spring (one year after embark). Be prepared with adequate {{l|food}}, {{l|alcohol|drink}}, and {{l|bed}}s, among other things. Max wave size reported to date is 25{{verify}}. | |
− | Migrants | + | Migrants also often bring animals with them. These are often not pets of the migrants, but will always be domestic animals. |
− | + | == Labour preference bug == | |
+ | Migrants each can arrive with a wide collection of (often unrelated) skills, far greater than possible with one of the {{L|starting build|starting 7 dwarves}}, and {{L|experience}} levels (at least) as high as Legendary. | ||
+ | Any and all skills might be represented, including obscure military skills (like {{l|blowgunner}}), high levels of one or more {{l|social skill}}s, {{l|crutch walker}}, {{l|concentration}} and others. | ||
− | + | Immigrants may have high skills in certain {{l|labor|labors}} without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bonecrafting on "high master", albeit turned off in his preferences. The dwarf in question is listed as a bonecrafter on screen and in the {{l|status}} tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. | |
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