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{{Quality|Superior}}
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{{migrated article}}
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{{Quality|Unrated}}
 
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:''"Migration" redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''
 
:''"Migration" redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''
[[File:migrants_sprite_preview.png|right]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall.  
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[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embarking. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall.  
  
 
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  
 
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  
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== Skills and [[labor]] preferences ==
 
== Skills and [[labor]] preferences ==
[[File:immigrants_v50_anim.gif|thumb|208px|right|Migrants emerging out of the map's edge.]]Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.<sup>[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]</sup>
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Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &mdash; migrants with skills your fortress uses a lot, or that your fortress does not have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.<sup>[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]</sup>
  
 
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].
 
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].
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==Limiting/preventing immigration==
 
==Limiting/preventing immigration==
The game tab under the settings menu lists a ''"Population Cap"'' setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a ''"Strict Population Cap"'' setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.
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[[File:immigration_preview.png|thumb|280px|right|Immigrants from the Colonial Era.]]In v0.50.01 and above, the game tab under the settings menu lists a "Population Cap" setting which immediately prevents further immigration once at the desired number. This includes the two hardcoded migrant waves, but does not include babies. There is also a Strict Population Cap setting which prevents both immigration and babies when reached. Both can be violated by a few special cases, such as the arrival of a [[monarch]]. Keep in mind that adjusting the population caps do not adjust population requirements (such as 80 to get a king). Such requirements can be modified in the game's advanced difficulty settings for your fortress.
  
 
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.
 
The number of migrants depends on the [[wealth|created wealth]] of your fortress and is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.
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It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.
 
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.
  
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the ''"Population Cap"'' and ''"Strict Population Cap"'' settings in the game tab to 50.
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To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the Population Cap and Strict Population Cap to 50.
  
 
==Immigration mechanics==
 
==Immigration mechanics==
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One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. 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.
 
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. 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.
  
The game will cull unimportant dead units eventually, see <code>CULL_DEAD_UNITS_AT</code> in [[Settings#Population_and_seed_capacities|settings]]. DFHack also has the command <code>[https://docs.dfhack.org/en/stable/docs/tools/fix/dead-units.html fix/dead-units]</code> that can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again.
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The DFHack command <b>fix/dead-units</b> can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again, if this is what is keeping them away.
  
 
The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] <sup>[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]</sup>
 
The largest wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] <sup>[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]</sup>
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When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress.  
 
When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress.  
  
Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. "Valuable" skills can be sorted into three categories: those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Even within these categories, dwarves can be more or less valuable depending on how often their skills are needed, or how difficult it is to raise their skill.
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Here, migrants are sorted into tiers, ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course, any migrant can find employment as a [[haul]]er or a [[soldier]] or may train useful skills over time.
  
Lists like this are always just a guide, though. When you get down to bare bedrock, the most valuable skill a dwarf can have is the one that your fortress needs the most. Even those dwarves who have no useful skills can still be useful: even very young children can [[haul]] items, any healthy adult can serve as a low-quality [[soldier]], and every adult dwarf can train useful skills over time.
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"Valuable" skills can be sorted into three categories - those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most.  
  
 
==== Valued Migrants (A) ====
 
==== Valued Migrants (A) ====
 
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as "can I give them a [[mood]], please?"''.
 
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as "can I give them a [[mood]], please?"''.
  
*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. [[Quality|Well-made]] weapons are significantly more deadly than poorly-made ones, on top of being more [[Value|valuable]]. Weapons are also a great way to increase the value of [[room]]s (particularly for [[noble]]s, [[temple]]s, or [[guildhall]]s), because you can use a [[weapon trap]] to stack up to ten of them in a single tile. Skilling up weaponsmithing is time-consuming and always requires [[weapons-grade]] [[metal]] and [[fuel]] (or [[magma]]), and weapon [[artifact]]s can be some of the most useful items in the game.  
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*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, weaponsmiths can also be used to make extremely high value [[trap components]].
  
*[[Armorsmith]]s: You need quite a lot of armor for a military, so armorsmiths are almost as useful as weaponsmiths, and you generally want more of them. Weaponsmiths are still a bit more useful: armor isn't quite as quality-dependent as weapons are, it can't easily be turned into furniture except with [[display furniture]] (which can be erratic when it comes to contributing to room value and can't prevent artifacts from being [[Intrigue|stolen]]), and armor artifacts are just as likely to be something of limited usefulness, like a single boot or gauntlet.
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*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.
  
*[[Soldier]]s: Who doesn’t need extra <s>meat shields</s> dwarfpower? If you don't have any good soldiers yet, a skilled combatant is not only useful on their own, but can also teach peasants which end of the [[spear]] goes where. Even if you do have a well-trained military, soldiers have an alarming tendency to die, so reservists are still useful.
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*[[Soldier]]s: Who doesn’t need extra <s>meat shields</s> dwarfpower? If you don't have any soldiers yet, you can form a militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.
  
*[[Planter]]s: Skilled growers produce larger stacks of crops. This has a cascading positive effect, making your cooks and brewers more efficient, making your [[prepared meal]]s more valuable, and cramming more food and drink into fewer [[barrel]]s or [[large pot]]s, which means less need for hauling and more-efficient use of [[stockpile]] space. While it's relatively easy to train growers on your own, skilled growers have a huge downstream effect on your whole fortress.
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*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.
  
*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in [[weapon trap]]s, and a [[lever]] is another way to stack many valuable items in a single tile to juice room value. If you somehow have an excess, mechanisms make great (if heavy) [[Trading#Unacceptable items|elf-friendly]] trade goods.
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*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.
  
 
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.
 
*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.
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*[[Animal caretaker]]s: Bugged but may become more useful when fixed.
 
*[[Animal caretaker]]s: Bugged but may become more useful when fixed.
  
*[[Children]]: Cannot perform any labors. At least you will have a [[peasant]]...in about 18 years.
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*[[Children]]: Cannot perform any labors. At least you will have a [[peasant]]...in about 12 years.
  
 
=== Other ===
 
=== Other ===
  
 
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.
 
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.
[[File:immigration_preview.png|thumb|380px|center|Immigrants from the Colonial Era.]]
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{{Category|Dwarves}}
 
{{Category|Dwarves}}
 
{{Category|World}}
 
{{Category|World}}
 
[[ru:Immigration]]
 
[[ru:Immigration]]

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