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Editing 23a:Immigration

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== How immigration is calculated ==
 
== How immigration is calculated ==
Immigration figures are determined based on your fortress's total "Created [[Wealth]]" and how much you've explored and are reported by 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 or exploration 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. The other known factor that influences immigration is that dwarf deaths in your fortress (with [[justice|executions]] counting double and [[noble]] deaths counting '''10-10000''' times as much) will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero. However, once your fortress discovers [[raw adamantine]], your fortress is effectively considered to have '''infinite''' wealth, resulting in the maximum possible migrant wave sizes (see below).
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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.
  
 
Created Wealth is visible on the Status ({{K|z}}) screen once you get a [[broker]]. 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.
 
Created Wealth is visible on the Status ({{K|z}}) screen once you get a [[broker]]. 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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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 is limited based on your Population Cap set in the [[init]] file, but it only considers your ''last reported population''. Thus, if you are 2 dwarves short of your population cap when the Dwarven caravan leaves, all migrant waves during the following year will consist of 2 Dwarves each.
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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) limits 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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*Carpenter - [[Carpenter]], [[Wood cutter]], and [[Engineer]]/[[Bowyer]]
 
*Carpenter - [[Carpenter]], [[Wood cutter]], and [[Engineer]]/[[Bowyer]]
 
*Mason - [[Mason]] and [[Engraver]]
 
*Mason - [[Mason]] and [[Engraver]]
*Trapper - [[Animal trainer]]/[[Animal caretaker]], [[Ambusher]]/[[Animal dissector]], and [[Trapper]]/[[Marksdwarf]]
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*Trapper - [[Animal trainer]]/[[Animal caretaker]], [[Ambusher]]/[[Small animal dissector]], and [[Trapper]]/[[Marksdwarf]]
 
*Metalsmith - [[Weaponsmith]]/[[Armorsmith]]/[[Metalsmith]], [[Metal crafter]], and [[Furnace operator]]
 
*Metalsmith - [[Weaponsmith]]/[[Armorsmith]]/[[Metalsmith]], [[Metal crafter]], and [[Furnace operator]]
 
*Jeweler - [[Gem cutter]] and [[Jeweler]]
 
*Jeweler - [[Gem cutter]] and [[Jeweler]]

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