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Author Topic: Emigrants  (Read 1828 times)

Bohandas

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Emigrants
« on: May 24, 2012, 04:39:39 pm »

As it is now, people move TO your fortress, but nobody moves AWAY from it. I think this should be modified.

When a child reaches adulthood, or when an adult is chronically unhappy for a long enough time, there should be a chance that they will move away from the fortress.
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Jeoshua

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Re: Emigrants
« Reply #1 on: May 24, 2012, 04:45:30 pm »

Been suggested a bunch of times.

I still support the idea.

Maybe kids could run away, too.  It happens in real life.  If Worldgen ever starts running after the world has been generated, maybe they even become a great hero after living on the streets as a gutter urchin for a while.  Or maybe they just get eaten.
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Waparius

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Re: Emigrants
« Reply #2 on: May 24, 2012, 07:28:06 pm »

Perhaps when dwarves start getting unhappy, one or more should group together. The leader then has a meeting with the manager, demanding some improvements, lest the dwarves in their group leave, with a hefty stock of supplies, and maybe a wagon or two if they can get it.

Demands could include things like, "Increased patrols" if too many dwarves are being ambushed or thieves are making off with too many goods; better housing; higher-quality food (not just raw plump helmet with raw plump helmet, and not just dwarven ale to wash it down); more work of a given type, or perhaps enough time off that there's a party. This would give players more options when the fort's getting seriously upset. If you take the, "how can you leave when the drawbridge is up? HAH!" approach, the malingerers should stage a rebellion. Yes, even if there's a goblin siege - sneak them out the caverns.

Of course randoms should leave with the caravans when they get the chance.
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Nyan Thousand

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Re: Emigrants
« Reply #3 on: May 24, 2012, 09:50:40 pm »

Yes. Unhappy dwarves should have to option of just leaving instead of causing a ruckus, and instead of tantrum spirals, we get mass desertions. Mite be cool, man.
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Revanchist

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Re: Emigrants
« Reply #4 on: May 24, 2012, 10:02:23 pm »

In regards to myself  inexperienced players, we should have the option to toggle this is the init files. I agree though, not only would it add realism, cause less need for the mass slaughter devices (or more, your call), it would help players to adress the area's their fortress is lacking.
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weenog

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Re: Emigrants
« Reply #5 on: May 24, 2012, 10:02:58 pm »

I like the idea of dwarves being able to leave, instead of turning into walking depression bombs.  However I do think there should be some consequence... they take a bunch of supplies and valuables with them, they burn stuff before they go, whatever.  If they just leave and there's no penalty to the player and the overall wellbeing of the fortress, that takes the fangs out of unhappiness and makes it pretty pointless to pay much attention to morale.
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Starver

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Re: Emigrants
« Reply #6 on: May 24, 2012, 10:11:53 pm »

Something similar has been mentioned before[1].  After all, where did your Initial Seven come from?  And the (at least two) waves of subsequent hopeful immigrants to your own possibly benighted site.

It's also been postulated as a player-initiated "Hey, anybody want to go out and form a new colony?" question applied to the populace, but the pioneering spirit might well be more primaevally inspired by dissatisfaction with their native (or adopted) site's situation, and personal circumstance, than merely "doing their duty" or curious or adventurous or just being chosen by seemingly random lots...


[1] As with most things, of course. ;)
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Waparius

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Re: Emigrants
« Reply #7 on: May 24, 2012, 10:22:04 pm »

Dwarves taking stuff they own makes sense - hopefully shops will make a return by the time this comes up. Also, they take their families, or send for them later. Morale could also be tied to this, with dwarves feeling bad if their friends leave (or good if their enemies do...), thus increasing the likelihood that more of them will head out. Dwarven sociability could be a factor in this - dwarves who like making new friends could get a happiness boost from new migrants arriving. Even just the likelihood of taking one's family increases the problems of letting dwarves have families, though, just like the problem of spouse/friend death does currently...most dwarves should be upset if they don't have a family or friends and seek them out.
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Jeoshua

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Re: Emigrants
« Reply #8 on: May 25, 2012, 05:24:32 am »

Something similar has been mentioned before[1].  After all, where did your Initial Seven come from?  And the (at least two) waves of subsequent hopeful immigrants to your own possibly benighted site.

The starting 7 are created from whole cloth.  The following waves of immigrants, however, are taken from already existing populations of Dwarves from the Mountainhomes.  I know what you meant but... just couldn't let that slide without pointing out what's really happening.
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Starver

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Re: Emigrants
« Reply #9 on: May 25, 2012, 08:37:04 am »

Yup, s'right, but it does tie in with the "I have a successful mountainhome, now to settle a new fort!", idea, or the above converse of "I have an absolutely atrocious fort, where are all my skilled farmers, crasftsdwarfs and and miners going to!?!?".
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GreatWyrmGold

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Re: Emigrants
« Reply #10 on: May 26, 2012, 09:29:54 am »

A few things that should be taken into account when a dwarf is considering leaving:

Spoiler: 1. Social Position. (click to show/hide)
Spoiler: 2. Group Composition. (click to show/hide)
Spoiler: 4. Personality. (click to show/hide)
Spoiler: 5. Other Emmigrants. (click to show/hide)

That's all can think of right now.
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Re: Emigrants
« Reply #11 on: May 26, 2012, 10:03:16 am »

Toady has actually already said that he wants a mechanic for this to happen, and that it's unrealistic that dwarves would be so utterly committed to a fortress that they'd stick around on a ship that's obviously sinking. 

Although, from the way he talks about it, I get the impression it's basically only around the time you have a tantrum spiral that people start actually fleeing.
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