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Author Topic: Events/ mechanics triggered by population.  (Read 2572 times)

Meistermoxx

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Events/ mechanics triggered by population.
« on: August 28, 2012, 08:48:02 am »

What do the different populations enable?

Ill edit this list when i get new info.

LIST:
Pop 20: Allows moods.
« Last Edit: August 28, 2012, 09:48:09 am by Meistermoxx »
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TruePikachu

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Re: Events/ mechanics triggered by population.
« Reply #1 on: August 28, 2012, 09:06:12 am »

IIRC, 80 enables sieges. One of the init files lists what the maximum "needed for current game features" is - it is somewhere from 80-120.
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expwnent

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Re: Events/ mechanics triggered by population.
« Reply #2 on: August 28, 2012, 09:32:40 am »

I've definitely been invaded with far fewer than 80 dwarves.
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Maur

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Re: Events/ mechanics triggered by population.
« Reply #3 on: August 28, 2012, 09:34:42 am »

I've definitely been invaded with far fewer than 80 dwarves.
Goblins in vanilla are triggered by 80 pop.

50 allows mayor. Not sure about megabeasts, i think it depends on the worldgen.
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smakemupagus

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Re: Events/ mechanics triggered by population.
« Reply #4 on: August 28, 2012, 09:36:47 am »

it's one of the conditions to be elevated in the eyes of the realm

baron:count:duke:king
20:40:60:140

Meistermoxx

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Re: Events/ mechanics triggered by population.
« Reply #5 on: August 28, 2012, 09:47:59 am »

it's one of the conditions to be elevated in the eyes of the realm

baron:count:duke:king
20:40:60:140

So keep you popcap at 139 or lower if you dont wanna risk your king?
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smakemupagus

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Re: Events/ mechanics triggered by population.
« Reply #6 on: August 28, 2012, 10:24:24 am »

What good is knowledge if you use it to keep your dwarves safe?!

expwnent

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Re: Events/ mechanics triggered by population.
« Reply #7 on: August 28, 2012, 10:58:18 am »

I've definitely been invaded with far fewer than 80 dwarves.
Goblins in vanilla are triggered by 80 pop.

50 allows mayor. Not sure about megabeasts, i think it depends on the worldgen.

Oh, ok. I've been modding my game so long I forgot what's what.

it's one of the conditions to be elevated in the eyes of the realm

baron:count:duke:king
20:40:60:140

So keep you popcap at 139 or lower if you dont wanna risk your king?

Popcaps don't work like that. If you have 138 dwarves and your popcap is 139, you could get a migration wave of 30 dwarves, pushing you way over.
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aoxoa

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Re: Events/ mechanics triggered by population.
« Reply #8 on: August 28, 2012, 12:57:35 pm »

All I know its 80 for a Baron for me (LNP or just default with Phoebus tileset). Most things I think are random but I guess 100+ is for a dungeon master or something, which lets you tame exotic beasts, and I heard 200 was for a King, however this is ages ago I heard all this, and with FPS problems maybe stuff has been lowered. But I do know 80 dwarves = a Barony.
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i2amroy

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Re: Events/ mechanics triggered by population.
« Reply #9 on: August 28, 2012, 01:12:17 pm »

All I know its 80 for a Baron for me (LNP or just default with Phoebus tileset). Most things I think are random but I guess 100+ is for a dungeon master or something, which lets you tame exotic beasts, and I heard 200 was for a King, however this is ages ago I heard all this, and with FPS problems maybe stuff has been lowered. But I do know 80 dwarves = a Barony.
Actually right now smakemupagus has it right. The counts for baron:count:duke:king are 20:40:60:140.

Also goblin sieges are triggered in vanilla by 80 population, but ambushes can be triggered by either 50 dwarves, or a production or exportation level of '2'.
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Pyro627

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Re: Events/ mechanics triggered by population.
« Reply #10 on: August 28, 2012, 01:16:27 pm »

All I know its 80 for a Baron for me (LNP or just default with Phoebus tileset). Most things I think are random but I guess 100+ is for a dungeon master or something, which lets you tame exotic beasts, and I heard 200 was for a King, however this is ages ago I heard all this, and with FPS problems maybe stuff has been lowered. But I do know 80 dwarves = a Barony.
Actually right now smakemupagus has it right. The counts for baron:count:duke:king are 20:40:60:140.

Also goblin sieges are triggered in vanilla by 80 population, but ambushes can be triggered by either 50 dwarves, or a production or exportation level of '2'.

Well... How do production/export levels work? When you say two, do you actually mean just two dorfbucks?
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They Got Leader

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Re: Events/ mechanics triggered by population.
« Reply #11 on: August 28, 2012, 02:13:35 pm »

Im sitting at 52 dwarves, and I don't have a mayor.
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doublestrafe

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Re: Events/ mechanics triggered by population.
« Reply #12 on: August 28, 2012, 02:18:28 pm »

Im sitting at 52 dwarves, and I don't have a mayor.
They got leader?
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smakemupagus

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Re: Events/ mechanics triggered by population.
« Reply #13 on: August 28, 2012, 02:19:24 pm »

Necessary but not sufficient, I guess.  Nevertheless that is the value.
@Pyro, no, not 2 dwarfbucks.  The levels are integers from 0 to 5.  I don't know the exact relationship to dbucks, other than, "2" is when goblins start to come :)

[POSITION:MAYOR]
   [NAME:mayor:mayors]
   [SITE]
   [NUMBER:1]
   [RESPONSIBILITY:RECEIVE_DIPLOMATS]
   [RESPONSIBILITY:MILITARY_GOALS]
   [REQUIRES_POPULATION:50]
   [RULES_FROM_LOCATION]
   [ELECTED]
   [PRECEDENCE:60]
   [FLASHES]
   [BRAG_ON_KILL]
   [CHAT_WORTHY]
   [DO_NOT_CULL]
   [KILL_QUEST]
   [COLOR:5:0:0]
   [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:2]
      [MANDATE_MAX:1]
      [REQUIRED_BOXES:2]
      [REQUIRED_CABINETS:1]
      [REQUIRED_RACKS:1]
   [REQUIRED_STANDS:1]
   [REQUIRED_OFFICE:500]
   [REQUIRED_BEDROOM:500]
   [REQUIRED_DINING:500]
« Last Edit: August 28, 2012, 02:24:15 pm by smakemupagus »
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