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Author Topic: No merchants, No Migrants....  (Read 658 times)

BlackRat90

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No merchants, No Migrants....
« on: August 08, 2010, 06:08:20 pm »

So I have been playing this fortress for awhile now (approx. 6-7 game years), and so far I have yet to get any merchant caravans, and I have only gotta 2 packs of Migrants....Now the lack of migrants is, normally, actually kind of nice, but lately the tasks are stacking up and I need more dwarfs.

My dwarfs seem to enjoy making babies (i currently have about 15 children running around my fort), but I still have 8 years till the oldest becomes a peasant...So really I dont need the migrants in the long term at least...

The main reason I am posting is that I didn't know that you could have a fortress that NEVER go a any merchants? perhaps I am doing something thats stopping them from coming?
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Bartleby

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Re: No merchants, No Migrants....
« Reply #1 on: August 08, 2010, 06:16:34 pm »

You have most probably chosen a Dwarven Civilization, that is extinct.
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BlackRat90

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Re: No merchants, No Migrants....
« Reply #2 on: August 08, 2010, 06:17:40 pm »

interesting, and that would stop both migrants and merchants?
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Double A

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Re: No merchants, No Migrants....
« Reply #3 on: August 08, 2010, 06:24:16 pm »

Only dwarven merchants.

If you're on an island you can only get dwarven merchants (and 2 waves of migrants until maybe your 3rd or 4th year), and if your civ is dead on an island, or everyone is dead, there is no reason whatsoever to make trade goods.
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BlackRat90

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Re: No merchants, No Migrants....
« Reply #4 on: August 08, 2010, 06:37:37 pm »

well i dont think im on an island, but i suppose its possible that the civ is dead...anyhow there really nothing wrong with my fort and give it another few year and all my children will start coming of age, so no need for migrants
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Double A

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Re: No merchants, No Migrants....
« Reply #5 on: August 08, 2010, 06:47:42 pm »

If you press "c" you can see if you have any important leaders or not. If you don't your civ is dead.
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BlackRat90

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Re: No merchants, No Migrants....
« Reply #6 on: August 08, 2010, 07:19:26 pm »

All my Civ. screen says is:

Amiththolig, "The Delightful Barricade", Dwarven

It doesn't say any thing of leaders
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Double A

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Re: No merchants, No Migrants....
« Reply #7 on: August 08, 2010, 08:02:24 pm »

If it says "this civ has no important leaders" that means everyone but you is dead in it. Your mountainhomes are either empty or populated by some other race (or possibly dwarves who are part of the conqueror's civ, I even have gobbos filling all those 4 positions) Normally there is a trade liaison, diplomat, general, and monarch. It's not unusual to have no liaison, though.
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BlackRat90

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Re: No merchants, No Migrants....
« Reply #8 on: August 08, 2010, 08:31:08 pm »

ah yepp, it says "no important leaders"....thats sad my dwarves home land is dead D:
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Exiledhero99

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Re: No merchants, No Migrants....
« Reply #9 on: August 09, 2010, 12:10:57 am »

Yeah, your Mountainhome was probably in close proximity to a goblin tower. In my experience that tends to result in the dwarves being wiped out before year 50 (usually much earlier). Next time, just double check that the world map on the embark screen has the blue dwarven mountainhome symbol somewhere on it (the lack of one means your civ has no land, ergo, no mountainhome)
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

Admiral Shlork

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Re: No merchants, No Migrants....
« Reply #10 on: August 09, 2010, 04:27:56 pm »

I had the same problem with being the last dwarf to repopulate the world not to long ago. Solved it by setting the last year of world generation to 250, starting a new map and fortress.

You can edit the end year either within in the game ("generate world with parameters" on the start screen) or by editing the world_gen file in your <DF-Folder>\data\init\ folder.

The alternative: Fun! ^^
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BlackRat90

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Re: No merchants, No Migrants....
« Reply #11 on: August 09, 2010, 05:02:24 pm »

I actully don't mind, its kinda nice. This way I can control what kind of dwarfs i make easier by my children only like 6 years till they start turning 12 :)
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dree12

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Re: No merchants, No Migrants....
« Reply #12 on: August 09, 2010, 05:11:14 pm »

Children are horrible because their skills and attributes start rusting when they are born, and like their noble cousins, they never gain them cause they never use them (talking doesn't increase attributes anymore).
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BlackRat90

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Re: No merchants, No Migrants....
« Reply #13 on: August 09, 2010, 07:03:06 pm »

My children's skills arnt rusting?
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