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Editing DF2014 Talk:Immigration

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:Did you have a population cap set at or below your current number of dwarves? Or no strict population cap at all? (A bug set the strict population cap to "0" if it wasn't defined in the init file.) Even the "hard coded" migrant waves are affected by the population caps.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 1 March 2015 (UTC)
 
:Did you have a population cap set at or below your current number of dwarves? Or no strict population cap at all? (A bug set the strict population cap to "0" if it wasn't defined in the init file.) Even the "hard coded" migrant waves are affected by the population caps.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 1 March 2015 (UTC)
  
To chime in, I also had "No migrants this season." for the second wave. I only had 3 dwarves arrive the first wave, and chose a dwarf civilization with very few members. My pop cap is set to 30. There was a seize going on during the second year, so maybe the second wave was blocked, though. --[[Special:Contributions/1.175.1.165|1.175.1.165]] 10:54, 26 March 2017 (UTC)
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To chime in, I also had "No migrants this season." for the second wave. I only had 3 dwarves arrive the first wave, and chose a dwarf civilization with very few members. My pop cap is set to 30.
  
 
== Migrants even though parent civ dead ==
 
== Migrants even though parent civ dead ==
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:Well, the first two waves you received may not have been the first two attempted waves (which could have been blocked by a siege or a population cap setting). It's also quite possible that the article is outdated, or that information was simply incorrect when it was added back in [http://dwarffortresswiki.org/index.php?title=v0.31:Immigration&oldid=150267 2011]. If you're reasonably confident those were your first two attempted waves, feel free to fix the article.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:29, 23 January 2016 (UTC)
 
:Well, the first two waves you received may not have been the first two attempted waves (which could have been blocked by a siege or a population cap setting). It's also quite possible that the article is outdated, or that information was simply incorrect when it was added back in [http://dwarffortresswiki.org/index.php?title=v0.31:Immigration&oldid=150267 2011]. If you're reasonably confident those were your first two attempted waves, feel free to fix the article.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:29, 23 January 2016 (UTC)
 
== Necromancers ==
 
 
Do these need their own section?
 
--<font face="FixedSys" color="#00FFFF">[[User:GarrieIrons|Gar]]</font>[[User Talk:GarrieIrons|rie]] 10:24, 27 June 2020 (UTC)
 
: [[Dwarf Fortress Wiki:Community Portal#B|Rule B]] is "Be Bold", so you tell me - do we (and by "we" I mean "you", at least to start) have enough information on "Necromancer immigrants" to, specifically, support adding their own sub-section?  (I know I don't. :/ )  But if you do, or think you have enough to just start it, do it! [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 13:29, 27 June 2020 (UTC)
 
 
== agents bug? ==
 
 
Can we remove the second paragraph in 'Historical migrants' section? According to mantis the first bug has been resolved and the second is related and likely was also resolved. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:39, 11 February 2022 (UTC)
 
 
I have [https://dwarffortresswiki.org/index.php?title=DF2014%3AImmigration&type=revision&diff=262117&oldid=261979 removed] the paragraph. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:54, 14 February 2022 (UTC)
 
 
== skill weightings  ==
 
 
The lead states that "Migrants will often have skills that match your fortress' needs" referring to this inteview:
 
 
: '' Hi. Our first question is 'How are migrants generated? I've noticed that some come in with specific skill sets that could be useful for starting up industries or military early in the game. Is there some mechanic which is supposed to help the player along, or is it supposed to be another one of those things that players have to cope with and adapt to?'
 
: Toady: So, migrants ... It looks at a list of the skills that are currently represented in your fort and there are weightings towards skills that are really important like mining and setting up your food supply and the basic craft industries and stuff, and it'll attract migrants that you are missing, on the other hand if you've used a profession a lot, you'll also get migrants that work in that profession more often. That's the basic idea, but on top of that it then creates a sort of past life for the migrants, so they get jumbles of extra little skills at different levels and sometimes those skills will overcome their current profession and then it'll change their type around, most of the time it gives them the skill that it selected for your fortress, but oftentimes they'll have quite a collection of other skills and sometimes it pushes them over the edge. That's basically what's going on, so yeah there is some mechanics in there to weight what happens, and there's a large random element.''
 
 
Does this refer to the first two hardcoded reinforcement to your expeditions, or all migrants waves? (historic figures not included) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:56, 12 February 2022 (UTC)
 
 
== Migrant wave sizes ==
 
 
Is there anymore science or Toady commented on what factors in determining group size? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 20:22, 14 February 2022 (UTC)
 

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