Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Visitor requirements?  (Read 1026 times)

Dunamisdeos

  • Bay Watcher
  • Duggin was the hero we needed.
    • View Profile
Visitor requirements?
« on: February 20, 2016, 02:46:28 pm »

What are the requirements for having a visitor, and is there some kind of notification? I have had an active tavern for maybe 5 years now, and an active library for 2 (ish?).

I've had no visitors, but I have had multiple caravans and sieges from other civs. It is early in history, do you think maybe other civs need to become more established before the game starts to consider that sort of thing?
Logged
FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Urist9876

  • Bay Watcher
    • View Profile
Re: Visitor requirements?
« Reply #1 on: February 20, 2016, 04:20:13 pm »

Path to tavern. Nothing else needed. A nice fort / tavern might bring more visitors.
Maybe one caravan has to return safely and spread the word.

I often have visitors in the first year I start. You might be unlucky with your surroundings.

There will be notifications of visitors but the game does not pause for it.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Visitor requirements?
« Reply #2 on: February 20, 2016, 07:40:22 pm »

I've had visitors turn up a couple of ticks after I open the tavern, word spreads fast! 5 years probably means your world is suffering from population issues. Check Legends, is there anyone else actually out there (besides goblins)?

Has anyone noticed if visitors ever actually come your own civ? Or are your own civ members reserved for migration only?
Logged

Dunamisdeos

  • Bay Watcher
  • Duggin was the hero we needed.
    • View Profile
Re: Visitor requirements?
« Reply #3 on: February 20, 2016, 08:24:29 pm »

I've had visitors turn up a couple of ticks after I open the tavern, word spreads fast! 5 years probably means your world is suffering from population issues. Check Legends, is there anyone else actually out there (besides goblins)?

Has anyone noticed if visitors ever actually come your own civ? Or are your own civ members reserved for migration only?

There has been a horrid rash of goblin attacks. I know for instance that they sacked two of my own civ's settlements since the game started. I can't tell if it's happened to others, I'll load up legends and check.
Logged
FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

xominxac

  • Bay Watcher
  • Legendary Bookkeeper
    • View Profile
Re: Visitor requirements?
« Reply #4 on: February 21, 2016, 01:34:19 am »

Path to tavern. Nothing else needed.

How big of a path are we talking about? Is a vertical path down stairs applicable or is it supposed to be an actual road?

IAmTheRad

  • Bay Watcher
    • View Profile
Re: Visitor requirements?
« Reply #5 on: February 21, 2016, 03:10:00 am »

Path to tavern. Nothing else needed.

How big of a path are we talking about? Is a vertical path down stairs applicable or is it supposed to be an actual road?
It just needs to be routable from a edge of your map, same as traders or the outpost liason or migrants.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Visitor requirements?
« Reply #6 on: February 21, 2016, 05:04:47 am »

No, there are some factors controlling visitor appearance at play, but they don't seem to be understood. I've had half a dozen pocket world fortresses in 0.42.X, all with nice taverns, temples, and libraries, and have received a total of 1 (human) visitor. Since all but the one with the visitor were intended to try out the new stuff in 0.42.X that was a bit of a let down, so I generated a world two steps larger, and received large number of visitors (including nobles from my own civ, at the edge of the world).
I did ask about the conditions controlling visitors at the time, and didn't get any answers...

My current guess is that visitors are drawn from populations of other civs, much like siegers are. In order for civs to produce visitors they probably have to be sufficiently large to "afford" to have lazy bums traveling the world.
When I started the single visitor fortress the nearby human civ had 136 humans and 187 others (mostly goblins), but when I checked several decades later they were down to 99 humans and 4 goblins (I think), while they're currently up to 105 humans and 4 goblins. The largest elven civ had about 109 elves at embark, but the largest one currently has 209 (I assume though assimilation of a one of the other sites). All the goblin civs have imploded, so while the world has 27000 goblins, the two non failed goblin civs have 0 goblins (all the others are living at sites not controlled by any civ).
A wild guess based on the above is that a civ would need to have 300+ members to send out visitors.
I didn't mention dorfs above, because my civ is dead. Every dorf in existence lives in my fortress.

Visitors don't care about sieges, so they can arrive in droves during sieges. Military visitors fight/are fought by goblins, while civilians are completely ignored (undead attack everyone, of course). The "path" required is just a path to the tavern/library/(temple?), and that isn't actually required either: if visitors arrive and there isn't a path they'll just stay by the map edge, and start to move when you lower the drawbridge (I believe migrants behave the same in that respect).
Logged

Diamond

  • Bay Watcher
  • Did someone just say "elves" ?
    • View Profile
Re: Visitor requirements?
« Reply #7 on: February 22, 2016, 06:16:37 am »

Visitors are drawn from population pools, not unlike necromancers. The more people there is - the more potential.
Thus if you generate pocket world with low (default) civ/pops - you will not get many. If you set those to maximum you will be drowning in poets in no time.
Also, exported/produced wealth seems to matter, which was partially bugged in previous versions. There are rumors that library/tavern content seems to matter, but I cannot confirm that myself - I got all types of visitors with very cheap and basic ones.
Logged