v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Immigration

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Superior}}
+
{{migrated article}}
 +
{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
:''"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.  
+
[[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.  
Line 9: Line 10:
  
 
== 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>
+
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]].
Line 16: Line 17:
  
 
==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.
+
[[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.
Line 271: Line 272:
  
 
*[[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.]]
+
 
 
{{Category|Dwarves}}
 
{{Category|Dwarves}}
 
{{Category|World}}
 
{{Category|World}}
 
[[ru:Immigration]]
 
[[ru:Immigration]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 3 hidden categories: