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Editing 40d Talk:Init.txt
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My current fortress has its population cap set to 200, and its final wave of migrants brought the population to exactly 200. Years later, when one of my fortress guards died in a sparring accident, a '''single''' migrant showed up to replace him. A few seasons later, another guard died to a sparring accident (his rookie replacement, appropriately enough) and just now, another lone migrant arrived. It's known that the population cap doesn't care about childbirth (which is how my last fort got up to population 275), but at least in 40d it appears to be working exactly as it should for the purposes of migrants. --[[User:Quietust|Quietust]] 02:39, 15 September 2009 (UTC) | My current fortress has its population cap set to 200, and its final wave of migrants brought the population to exactly 200. Years later, when one of my fortress guards died in a sparring accident, a '''single''' migrant showed up to replace him. A few seasons later, another guard died to a sparring accident (his rookie replacement, appropriately enough) and just now, another lone migrant arrived. It's known that the population cap doesn't care about childbirth (which is how my last fort got up to population 275), but at least in 40d it appears to be working exactly as it should for the purposes of migrants. --[[User:Quietust|Quietust]] 02:39, 15 September 2009 (UTC) | ||
*Of course, now that I've said that, I just got an additional single migrant, bumping my population to 201. At least he's a metalsmith, so I don't have to bother retraining him in a moodable profession. --[[User:Quietust|Quietust]] 04:30, 15 September 2009 (UTC) | *Of course, now that I've said that, I just got an additional single migrant, bumping my population to 201. At least he's a metalsmith, so I don't have to bother retraining him in a moodable profession. --[[User:Quietust|Quietust]] 04:30, 15 September 2009 (UTC) | ||
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