Spooked caravans are not good, because the goods they drop when fleeing is considered confiscated by you, although I don't know if that impacts immigration. Corpses should be hauled out of sight of caravans and dorfs alike.
The number of animals affects birth at an enormous number I think (something like 30000). I think there is a maximum creature number to that effect (bees are not included!).
That's not likely to be it, however.
My gathered info on child making (as stated earlier, I've failed miserably myself, so beware!):
- Couples have to be at adjacent tiles to generate a pregnancy, so keeping the partners apart will ensure there won't be any. It might be possible to help pregnancies along by relieving couples of all duties and assign them to a barrow consisting of their bedroom for a while, and then releasing them after having observed them adjacent to each other.
- Some dorfs are not interested in children, and so, won't generate any, even though they may form a couple.
- Some dorfs are homo- or bi-sexual, and like-gendered couples obviously won't have children.
[I don't really have the issues above, since I fail before that is possible, as my dorfs don't make friends]
- Dorf relationship go through friend->lover->couple (with passing acquaintance and friendly relation before that)
- Once friends, dorfs throw parties. I suspect those increase the friendships and help create lover couples, but I've got no real info on that. It might also be that parties might generate friendships between dorfs who are friends with the organizer but not each other (another speculation), but I've had dorfs who have grudges towards each other party with a mutual friend without any change in their relation.
- I've gotten the advice that relations are improved if the dining room configuration has four chairs in a square with a table outside of each chair (i.e. one table per chair), since eating dorfs are supposed to chat with dorfs sitting adjacent to them.
- I think I've found that my mega size dining room/meeting hall was a mistake, since shrinking it means idle dorfs mill about in a smaller area, and thus are more likely to be adjacent to other dorfs, and thus presumably might strike up a conversation. I haven't seen any improvement to the friend situation since I changed it, though.
- Idle dorfs are supposed to chat with adjacent dorfs, so keeping a light work load in the fortress might help foster friendships. My attempts at that haven't produced any visible results (well, most dorfs have passing acquantance or friendly relations with each other, but not past that).
Animals have been changed to require to be adjacent to each other for impregnation to happen (i.e. same rules as for dorfs), which typically happens automatically on pastures. Caged animals cannot get impregnated, but if caught when pregnant will give birth in the cage (and the offspring are NOT automatically assigned to the cage, as a couple of incidents with roaming partially trained GCS' have shown). It used to be that animals could get impregnated by other animals right across the map.