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Author Topic: Repopulating a dead dwarf civilization  (Read 3380 times)

Varnifane

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Repopulating a dead dwarf civilization
« on: October 12, 2012, 10:29:20 am »

If you can embark from a dead civ...
and the first two migrant waves are hard coded regardless of civ status...

can I do a serial embark, build for a year, and abandon to build up the civ numbers and get additional migrant waves in the future?

Or can I embark with seven, get the two initial waves, hole up and breed then abandon to give future embarks more migrants?
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Eric Blank

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Re: Repopulating a dead dwarf civilization
« Reply #1 on: October 12, 2012, 10:49:00 am »

‼SCIENCE‼ cannot readily be performed on this subject because it is currently impossible to play as a dead civ. The game for whatever reason won't let your dwarven civs die out.
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Varnifane

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Re: Repopulating a dead dwarf civilization
« Reply #2 on: October 12, 2012, 11:03:17 am »

Ok then, let me ask the question this way...

I have recently noticed migrants to one fort coming from a previously abandoned fort. I only noticed because they showed up with the nicknames I gave them in the previous fort.

Now I want to see how I can affect how many migrants I can get from previous forts. I want to start with a low population (since I can't do a dead) civ and do serial embark/abandons to see if I can get most of my migrants to come from my previous forts.

Is this even possible?

Has there bee science done on this before?

Do you(plural) have any knowledge or insight on factors that will affect the outcome?
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I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Eric Blank

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Re: Repopulating a dead dwarf civilization
« Reply #3 on: October 12, 2012, 12:11:40 pm »

Generating a world with a very small dwarf population IS feasible, and it is logical and probably true that abandoning multiple fortresses with a civ of otherwise very low population will result in higher and higher ratios of migrants from old forts to migrants never seen before in your forts. Especially children and babies. There is a succession game based entirely around building many, many forts and abandoning them to various fates for the purposes of making the world more interesting for adventurers, and overseers do regularly receive migrants from older forts. Legendary miners that show up at your fort after zero effort from you are great...

There is also the Museum Adventure Item Quest game, which has a similar thing going on. I played recently, and got quite a few historical figures from old forts, who promptly died there. I hope nobody misses all those artifact makers that immigrated to my fort.

Try generating a world with only one dwarven civ (I think you can do this by going into the raws, finding entity_default.txt, and under the MOUNTAIN civ definiton (the first one in the file) change [MAX_STARTING_CIV_NUMBER:100] to [MAX_STARTING_CIV_NUMBER:1]. That usually prevents the game from creating more than one civ of a specific definition. You can try changing;
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:120]
to;
   [MAX_POP_NUMBER:25]
   [MAX_SITE_POP_NUMBER:50]
as well, but last I tried fiddling with those tags they didn't do anything at all, and the civ's growth was not stunted. Besides that, there's not much you can do to guarantee a low population besides make goblins more terrifying (in the hopes that they will beat down the other civs more effectively) and increase the titan, mega- and semi-megabeast populations significantly. (Also hoping that they will beat the crap out of the dwarven population.)
« Last Edit: October 12, 2012, 12:13:45 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Varnifane

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Re: Repopulating a dead dwarf civilization
« Reply #4 on: October 12, 2012, 12:13:35 pm »

Wow. Thanks.
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I don't know if you need other ideas when you have magma.

Seraphim342

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Re: Repopulating a dead dwarf civilization
« Reply #5 on: October 12, 2012, 12:58:33 pm »

Can you still get retired adventurers as migrants as well?  I remember playing a game where one of my adventurers showed up with Legendary Swordsdwarf and Armor User in wave 3, immediately became my militia captain.  Was happy as hell because my best soldiers at that point were novice in their weapons, etc. 

Having the idea now to make a couple dozen demi-god adventurers and release them into the wild...
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Eric Blank

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Re: Repopulating a dead dwarf civilization
« Reply #6 on: October 12, 2012, 01:04:54 pm »

Yeah that still works too. Can't retire as part of the dwarven civ, though, I don't think, because dwarves don't currently have any sites available unless you mod your game before generation to have them build either cities, or at least build castles (You can retire in castles, too!)
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Seraphim342

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Re: Repopulating a dead dwarf civilization
« Reply #7 on: October 12, 2012, 01:41:00 pm »

I always see mountainhomes on the map.  I know they're not populated, since Today hasn't fleshed them out yet, but I thought you could still retire there?  IIRC that's what I did with that one adventurer. 
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I like to think that on the other side of the world a human is walking on the beach, notices the water level suddenly drop twenty feet, and whispers "fucking dwarves."

"The cows seem to lose bowel control when launched... I consider this a feature."

Varnifane

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Re: Repopulating a dead dwarf civilization
« Reply #8 on: October 12, 2012, 01:41:11 pm »

Just genned a world with 1 dwarf civ, 1 human civ and one elf civ. The Legends are full of goblins, kobolds megabeasts, etc.

Of the pages upon pages of notable "people" there are maybe a dozen entries for dwarves. All of them know for being killed by someone/something notable.

If anything exciting happens I'll put it in the what's going on in my fort thread.
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I don't know if you need other ideas when you have magma.

Oaktree

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Re: Repopulating a dead dwarf civilization
« Reply #9 on: October 12, 2012, 01:43:26 pm »

You can use abandoned earlier forts to help "seed" your migrant waves later on.  My current fort is 3rd in a string and in a way it's more like one fort with a 30 year history that just switched locations twice. 

And the earlier two played the role of "training fortress" since I purposely trained up dwarves to be "good" migrants.  I constantly switched out master level dwarves in various skills to other skills so that I could train up other dwarves there.  I did mass military training so that they would migrate in already at least adequate with a weapon.  I had a number of legendary fighters, so when they started migrating to the 3rd fort it has an effective military very quickly.  Plus I had a number of "industrialist" specialist dwarves that were "great" (Level 10) at six or more skills to get various industries going at a high level quickly.  (One of these turned up in the 2nd migrant wave for the 3rd fort, and happened to be a Master Armor Smith to boot.)
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Cthulufaic

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Re: Repopulating a dead dwarf civilization
« Reply #10 on: October 12, 2012, 02:36:30 pm »

‼SCIENCE‼ cannot readily be performed on this subject because it is currently impossible to play as a dead civ. The game for whatever reason won't let your dwarven civs die out.
The game can and will Dwarven civs be conquered and subsequently die, it happened in a world where all the humans are on this one island and the mainland is populated by Elves who conquered the Dwarves who used to live there, but most of the Dwarves got killed by wild beasts or something.
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thegoatgod_pan

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Re: Repopulating a dead dwarf civilization
« Reply #11 on: October 12, 2012, 05:22:35 pm »

I can confirm necromancer adventurers that retire in the dwarf civ lands will join your forts and raise the dead. It is not the same as "repopulating" but it is damn close.
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