Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: "Some" migrants have arrived. Well, Hello.. holy f**k  (Read 2223 times)

BoundXx

  • Escaped Lunatic
    • View Profile
"Some" migrants have arrived. Well, Hello.. holy f**k
« on: November 01, 2013, 06:50:29 am »

So I was playing just now on a new world and I hadn't had any migrants arrive in some time, then all of a sudden Boom I got 57 in one wave... 33 of which are children anybody else had this happen to them? any tips of dealing with this?
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #1 on: November 01, 2013, 07:31:53 am »

It's happened to a number of people, though I've never encountered a wave of more than about 20 at a time.  Did you produce a huge amount of wealth recently?  Common wisdom is that produced wealth influences migration sizes, but no exact formula is known to my knowledge.

The best way to mitigate migration wave size problems that I've found is to just prevent them in the first place.  Setting the population cap in your init file will limit the size of future waves, but it only takes effect after the dwarven caravan arrives and leaves.  Or was this in an early migration wave before the first caravan?
Logged
Through pain, I find wisdom.

KingBacon

  • Bay Watcher
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #2 on: November 01, 2013, 10:17:20 am »

Slag pit, with a well and plump helmets. Create a retracting bridge over a pit infront of your entrance. Burrow them slags, dump them in there. Gives you time to sort out the mess.

Remember, all migrants are expendable, misery produces stronger dorfs. (And don't forget an airlock so you can draft workers from the pit as needed.)
Logged
    e    e   e    U   U     
, , , . , , , , , , , ; , , , , , ; , , , , , 
. . . . . . . e U e   . . 0╬0 
###x##############
###x .  . ☼ ☼####£####
~~~~~~~~~~~~~~~~~

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #3 on: November 02, 2013, 01:19:00 pm »

Migrants can be a pain. They come in families, they put your fort in danger by attracting sieges, and can, as I recently experienced, come in waves of 40 a pop. The good news is they are weighted to whatever professions your fort is missing (although that can mean 4 cheesemakers simply because you didn't have one before.), and are good at making their own lodgings.
Logged
The Age of Man is over. It is the Fire's turn now

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #4 on: November 02, 2013, 01:50:40 pm »

(although that can mean 4 cheesemakers simply because you didn't have one before.)
That means 4 more cannon fodder in your fortress army
:D
Logged

Hectonkhyres

  • Bay Watcher
  • Has a Fetish for Skulking Filth-
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #5 on: November 02, 2013, 04:46:19 pm »

If you have your metal industry running and are trying to train up your smiths, 40 copper picks would let you practically DISSOLVE away the map. If you aren't using these guys anyway, and you have enough food... why not.
Logged
And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #6 on: November 03, 2013, 09:03:38 am »

I wonder what determines the military experience of migrants, sometimes they virtually all have minor level skills, but at othertimes (or other forts possibly) none beyond the occasional adequately skilled warrior soaper.

I've had waves of fisheryworkers appear on waterless sites, where I already had a fisherdwarf suicide squad, so I don't think the later waves are weighted at all. Possibly that Fort's mountainhome was allongside a river and possibly the number of historical sieges could explain the militry skills as well.

The first wave does often have a good broker and some smiths along... just maybe. 
« Last Edit: November 03, 2013, 09:06:16 am by Areyar »
Logged
My images bucket for WIPs and such: link

Manveru Taurënér

  • Bay Watcher
    • View Profile
Re: "Some" migrants have arrived. Well, Hello.. holy f**k
« Reply #7 on: November 03, 2013, 09:44:55 am »

I wonder what determines the military experience of migrants, sometimes they virtually all have minor level skills, but at othertimes (or other forts possibly) none beyond the occasional adequately skilled warrior soaper.

I've had waves of fisheryworkers appear on waterless sites, where I already had a fisherdwarf suicide squad, so I don't think the later waves are weighted at all. Possibly that Fort's mountainhome was allongside a river and possibly the number of historical sieges could explain the militry skills as well.

The first wave does often have a good broker and some smiths along... just maybe. 



If your dwarf civ has been in a lot of wars in world gen, then you get a lot of warrior migrants :>
Logged