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Author Topic: What to do with 54 migrants...  (Read 1271 times)

XxHyde840xX

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Re: What to do with 54 migrants...
« Reply #15 on: August 01, 2013, 11:02:40 am »

Thanks for all your help guys! The forums here are clearly full of *MASTERWORK* people ready to lend a hand. Quite a change from the MC forums let me tell you haha.
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The Leviathan Armory & Emporium
https://dffd.bay12games.com/file.php?id=15182

Bandreus

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Re: What to do with 54 migrants...
« Reply #16 on: August 01, 2013, 11:50:32 am »

Immigration Processing
Spoiler (click to show/hide)

Papers please  :)

Thanks for all your help guys! The forums here are clearly full of *MASTERWORK* people ready to lend a hand. Quite a change from the MC forums let me tell you haha.

No problem man, we love a growing and healthy community. Also, more blood for Armok ;)
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Check out Enôrbomrek: Bluewhips a community fort and story by me.
Clearly, our top dwarven scientists are hard at work creating a new breed of SUPER WAGON that can survive being scuttled by enemy wagonmancers! These new super wagon troopers will be able to carry TWICE the cargo, be 1/3 the size, and NEVER scuttle!

Enemy post

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Re: What to do with 54 migrants...
« Reply #17 on: August 01, 2013, 05:37:57 pm »

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My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Bandreus

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Re: What to do with 54 migrants...
« Reply #18 on: August 01, 2013, 05:43:10 pm »

« Last Edit: August 01, 2013, 06:03:10 pm by Bandreus »
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Check out Enôrbomrek: Bluewhips a community fort and story by me.
Clearly, our top dwarven scientists are hard at work creating a new breed of SUPER WAGON that can survive being scuttled by enemy wagonmancers! These new super wagon troopers will be able to carry TWICE the cargo, be 1/3 the size, and NEVER scuttle!

grody311

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Re: What to do with 54 migrants...
« Reply #19 on: August 02, 2013, 04:44:01 am »

I hate that mega immigration wave, too.  It's usually your 3rd or 4th wave.  The game will slam you with them if your fort is doing well.

It sounds like you've managed, but in case you wanted more insight:
- Hopefully you are using Dwarf Therapist.  It's impossible to manage a fort without it.
- 54 isn't exactly 54.  Probably 15-20 of them are kids, so that's slightly less to manage.
- When I get slammed I usually just throw all my migrants into the military.
- Use Dwarf Therapist to check their social labors.  Often in a big group like that, you're bound to have an awesome expedition leader and bookkeeper/broker in there somewhere.

I could go on all day about advice for a new player, but there's already an entire forum for that :p
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Randy Gnoman

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Re: What to do with 54 migrants...
« Reply #20 on: August 02, 2013, 06:49:21 am »

When I'm getting an immigrant wave, and I'm not ready to assign everyone labors, I quickly give every immigrant the job title "immigrant" as a reminder to fix them later.  That gives me a pool of unassigned workers to draw on when a need emerges. 

Sometimes I'll also just give them busy work- like making them all herbalists until I decide what their real job should be.
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FuzzyZergling

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Re: What to do with 54 migrants...
« Reply #21 on: August 02, 2013, 02:15:38 pm »

- Hopefully you are using Dwarf Therapist.  It's impossible to manage a fort without it.
Not impossible; there are a lot of people who don't use it, myself included.
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AutomataKittay

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Re: What to do with 54 migrants...
« Reply #22 on: August 02, 2013, 02:23:29 pm »

- Hopefully you are using Dwarf Therapist.  It's impossible to manage a fort without it.
Not impossible; there are a lot of people who don't use it, myself included.

I've never used dwarf therapist either, I just use nickname to organize the dwarves :D

If they're not nicknamed yet, then they've not been processed yet. Having d_init set to disable their job on arrival helps with overeager dwarves trying to help and the fisher and hunter issues.

There're plenty of ways to organize dwarves without it, it does seem to make the job easier from what I've seen, though.
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WanderingKid

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Re: What to do with 54 migrants...
« Reply #23 on: August 02, 2013, 06:23:23 pm »

Therapist is one of those tools that make DF go from a constant examination of frustrating interface choices to a game worth playing to me.  Search from dfhack in the units screens is another.  Salute to ye who play vanilla. I'd be foaming at the mouth within two play sessions.

thistleknot

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Re: What to do with 54 migrants...
« Reply #24 on: August 02, 2013, 09:28:23 pm »

seriously, migrants should always be a plus.

what your really having problems with is not assigning enough jobs.

you'll hit a point where certain jobs aren't being assigned enough.

check out my labor optimizer, if you have no clue as to how to use it, you can see my combat tutorial here http://www.youtube.com/watch?v=gNVci8h1MkY

once you get a labor optimizer plan in place, your life will be that much better (shameless promotion)

ONLY CATCH IS, you have to make sure you know what your doing, which includes food/booze/happiness production... happiness I learned is primarily beds/chairs.

good luck
« Last Edit: August 02, 2013, 09:31:21 pm by thistleknot »
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