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Author Topic: Dwarven Customs Officer (Immigration Specialist Noble Position)  (Read 2845 times)

GavJ

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #15 on: September 04, 2014, 11:30:30 am »

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Overpopulation isn't just a problem of logistics for the fortress, it's a problem with performance.
You already have the option to set pop caps. And I would definitely support getting rid of the two hardcoded waves (or making them non-hardcoded optional), so that you should be able to confidently specify no migrants ever in the ini file.

That would NOT be unrealistic, because it would basically be like changing the underlying culture of the dwarves in that world - "colonies are on their own" in that world. Versus having to posit some sort of telepathic customs officer or other various problems with this if not done right.

What is actually being proposed here is NOT about performance, because your performance of your machine doesn't change over the course of the game, so current options are already sufficient for that. What is being suggested is fine grained gameplay-related control for gameplay reasons irrespective of performance. And that has a higher bar for realism IMO.

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The turned-away immigrants.
Turning away migrants who typically arrive with no food remaining, no mounts, no wagon, no guards = essentially murdering them.  If this is how you're explaining it, then fine, but you should be obligated to deal with their ghosts the same way you would if you murdered them by assigning them to a bridge above a volcano.

It's also possible to do it BOTH ways: have toggle option to turn away or not anybody who already left the moutnainhomes (must deal with ghosts though), AND also a feature for being able to send messengers back to actually stop people from leaving at all (no ghosts, but you do lose your messenger for awhile and possibly he might not return or succeed in delivering the message, depending on military skills and party size etc perhaps)

Or pigeons... >.>
« Last Edit: September 04, 2014, 11:33:27 am by GavJ »
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Bumber

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #16 on: September 04, 2014, 03:18:52 pm »

You could just give them enough supplies to start a fort right next door. I don't see the point, though, as you could always just retrain the dwarves in the time it should take to get the right ones from the mountainhomes (in any balanced system.)
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GavJ

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #17 on: September 04, 2014, 03:22:54 pm »

You could just give them enough supplies to start a fort right next door. I don't see the point, though, as you could always just retrain the dwarves in the time it should take to get the right ones from the mountainhomes (in any balanced system.)
I think it would be more useful for turning the faucet on or off, more so than the lesser benefit (as you point out) of specifying training types.
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Dirst

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #18 on: September 04, 2014, 04:01:40 pm »

You could just give them enough supplies to start a fort right next door. I don't see the point, though, as you could always just retrain the dwarves in the time it should take to get the right ones from the mountainhomes (in any balanced system.)
I think it would be more useful for turning the faucet on or off, more so than the lesser benefit (as you point out) of specifying training types.

This could be similar to the requests for trade goods, with a slider going from "Lock the door and put up a sign saying SCRAM!" to "Give me your tired, your poor, your huddled masses yearning to test our magma chamber."

Might need a little guidance for newbie players who don't realize what 350 Dwarves will do to FPS.
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Bumber

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #19 on: September 04, 2014, 04:14:51 pm »

You could just give them enough supplies to start a fort right next door. I don't see the point, though, as you could always just retrain the dwarves in the time it should take to get the right ones from the mountainhomes (in any balanced system.)
I think it would be more useful for turning the faucet on or off, more so than the lesser benefit (as you point out) of specifying training types.
You could just change pop cap for that.
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SixOfSpades

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #20 on: September 04, 2014, 06:38:35 pm »

I thought I was going to write a post. Turns out I wrote a book.

I'd say that the most important thing is to give players some control over immigration (and everything else that seems realistic), but make 100% control over such a thing very difficult, if not impossible, to accomplish. Players must also be able to create / suspend the office of Immigration Supervisor at any time.

Arkenstone's overall plan seems sound--well, apart from calling it a Customs officer. Yes, players are going to want Legendary Armorsmiths right off the bat . . . but those Legendaries aren't going to come if they can't bring their kids, and naturally the most successful craftsdwarves are the most likely to be able to support a family. So if you crank Minimum Experience all the way up, you'll have to crank Children all the way down, so you're definitely going to get a flood of rugrats, in exchange for maybe getting that Armorsmith you wanted. I think that balances out. I also second the idea of giving the Outpost Liaison / Immigration Officer coins or craftworks, with which to bribe those dwarves of the desired skill to move to a fortress whose wealth and security might not be enough to tempt them yet.

In general, there is no reason that you wouldn't be able to influence what type of settlers you'd be receptive to, or even if you want any settlers at all. But yes, it should take time--the Liaison (or pigeon) has to make it back to the Mountainhome . . . and if you embarked at the opposite corner of a Large map, it could even be years before your message reaches the Mountainhome, the prospective settlers take note & make (or abandon) preparations accordingly, and the party of migrants finally arrives at your gates. (Unless you're playing the theoretical "Fortress Mode Classic" discussed in another thread, where distance from the Mountainhome is ignored.)

But your immigration officer's word should not be absolute: As soon as the office is filled (I figure it should be appointed "by" the mayor, requiring a population of at least 50) and word of your immigration policies takes effect, your civilization's monarch will of course feel free to override it. If the King's got a crapload of Herbalists and Fish Dissectors drinking all his booze, guess who's coming to dinner. And dwarves with above-average assertiveness, thrill-seeking, and liberalness will also look on your policies as just "suggestions," and come if they damn well want to. So at the start, only about 25% of each migrant wave will actually conform to your specifications, if they can (randomly-generated Mountainhome population at worldgen, plus accruing skills and new adult workers as the years pass).
[EDIT:] The ability to set an Immigration Profile should be accessible from embark onwards, as you don't need 50 dwarves to say that you need doctors, or whatever. [/EDIT]

Arriving migrant parties should no longer stream into your fort: They do not know what traps you might have placed, and they are not immune to them, so migrants will path toward a meeting area, but must remain Outside, Light, Above Ground . . . unless they're fleeing from enemies / dangerous animals, in which case they'll take the risk, and run to a meeting area deeper underground. (Overseers who wish to build magma landmines outside may still do so, but only if they wish to gain the reputation of being an absolute bastard.)

Upon arrival, the migrants will automatically select a leader to speak for them, based on their social skills. This leader will try to Conduct Meeting with your mayor, baron(ess, etc.), immigration officer, or Militia Leader, whoever comes out to meet the new arrivals. It is in that meeting that the leader describes the overall makeup of the (surviving) migrants (which you probably already saw by examining each new arrival, which in fact is highly encouraged because the migrant leader may lie), and the party's circumstances, and requests that they be allowed to enter, & become part of, your fortress. If accepted, each new dwarf (and animal) must be individually led by a citizen past any traps & into your fort. (If this seems unnecessary because you don't have a trapped entrance, A. just consider this a nice welcoming ceremony, and B. what are you doing.) Once a creature is no longer considered a New Arrival and becomes part of your fortress, your traps will no longer harm them.

During the meeting with the migrant leader, you may choose to Accept or Deny each dwarf, on an individual basis. Friends and family members may outright refuse to be broken up, although those who only resist it may be "purchased" by giving the rejected dwarves equipment. In some cases, the migrant leader might recommend that you deny access to one or more dwarves, if they seem rebellious or untrustworthy, or probable vampires . . . or if the leader simply doesn't like them. If any new migrants are not accepted, this will open a version of the Bring Item to Depot screen, in preparation for choosing how much equipment to give the shunned dwarves--if, indeed, any at all. Goods are brought to wherever the migrant leader happens to be standing (default to Trade Depot?), during which process the meeting turns to what the outcast dwarves will do. If your site seems hospitable enough, and you have left a good chunk of the embark area untouched, the dwarves will ask to settle on part of your land--more on that later. If not, they will decide to return to the Mountainhome, ask to enter another nearby settlement (if any), or simply strike out on their own. If any of the rejected dwarves are injured, they may all ask to stay for a few weeks, until all parties are recovered, before leaving. Once the items have all been delivered, the immigration officer comes to act as "broker," overseeing the handover of goods. Most items will simply be (o)ffered to the rejected dwarves, but some will be used to "purchase" certain dwarves into your fort: Any dwarf who was asked to come Inside, but who had friends/family whom you decided to leave Outside, will appear on the left-hand column among the 'items' that the 'merchants' wish to 'trade'. Only by trading away a significant amount of supplies to their friends & family can you convince them to join your fort. You can also flat-out (o)ffer the rejected dwarves useful goods, in fact this is encouraged to prevent bad thoughts. The outcast dwarves are only interested in food, booze, weapons, armor, cut gems, & coins (and, if they're settling on your site or a site of their own, anvils, picks, axes, seeds, & livestock) . . . they will "pay" very little for all other items (except perhaps medical supplies). Once the "trading" is done, your fortress dwarves will come out to lead the new citizens inside . . . even if he's been accepted, the migrant leader will stay in place for about a day, to allow you to "trade" again for more migrants (in case you hit ESC accidentally).

Not ALL migrants will come from the Mountainhome. Maybe they came from nearby forts, who might know less about your immigration quotas because you don't communicate with them that often. Maybe they're refugees from forts (or various sizes) that suffered some calamity, and are in desperate need of food, shelter, and/or medical aid. Maybe they're individual wanderers, looking for a better life in the big city, or just a place to hang their hat. All of these people should totally ignore your immigration "requirements," but they WILL know of your reputation . . . more on THAT later.

Now, maybe you decided to turn away the entire migrant wave. Maybe they're unhappy about how little supplies/food you chose to give them. Maybe they're dissatisfied with the (lack of) medical care that they received. Maybe they're not intimidated by the military dwarves that they saw outside. If so, they might very well decide that they're coming in, whether you like it or not. This might take the form of outright physical resistance (as most migrant parties really should include a few warriors), but more likely they'll just try to slip inside, scatter, and blend in as much as possible. This includes claiming empty bedrooms, rushing to do useful work ("But I'm HELPING!"), trying to make friends, exchanging their new clothes for worn, and most importantly, running to their friends or relatives (that they know are already in the fort) for shelter. They will immediately stop flashing New Arrival, but will still remain vulnerable to your traps for the same amount of time. The more Dutiful or Law-Abiding of your dwarves will try to point out the interlopers, as with any Report Criminal, although the newcomers could Report as well, to interfere with the course of justice.

. . . and the course of this epic post EVENTUALLY winds back to the topic of Immigration Officer. For every immigrant allowed into your fort against the I.O.'s restrictions, your fort's immigration reputation goes DOWN: A smaller percentage of the next (normal) migration wave will match the I.O.'s profile, and the overall size of the wave can increase accordingly. This will cause small happy thoughts for those dwarves who have friends / family that now have a greater chance to immigrate soon, and unhappy thoughts for dwarves who are particularly Law-abiding. For every immigrant turned away because they don't meet the desired profile, your reputation goes UP: The Immigration Officer can exert greater control over the next (planned) migrant wave. Even settlers that are not part of scheduled migrations can affect this: If all you want are Stoneworkers, and you get slammed with a town's worth of refugees fleeing goblin invasion, and you accept the stoneworkers but turn the rest away, your reputation for strictness goes up. Other factors that drive your reputation up are sending dwarves away without adequate supplies (1 food & 2 drink per dwarf, and 1 set of helmet/breastplate/weapon per every 3 dwarves), denying exiled dwarves medical care, separating friends/family, and I think refusing refugees in general. Another factor that can drive your reputation DOWN is giving rejected dwarves markedly more goods than they might need to get back: If every dwarf you turn away gets a full suit of steel armor and a barrel of masterwork roasts, hell yeah they'll come to you!

About outsiders settling on your site: From embark onwards, the player should be able to set up zones or burrows reserved for non-fortress friendlies. These can be outside your fortress (think the humans' town of Dale, sheltered but not entirely protected by the dwarves' kingdom of Erebor), or inside (even as small as individual bedrooms, so that theoretical ambassadors from other nations could have places where your laws would not apply). Each of these zones/burrows should be able to be set aside for a specific race, or even a specific civilization (or lack thereof). Your fortress dwarves will still cut wood, harvest plants, and pasture animals in these areas if told to do so, but will not mine, set up buildings or constructions, sleep in beds, or consume food or drink stored there. Yes, I'm fully aware that asking the computer to maintain a completely separate population, and randomly build a fortress-within-a-fortress, is opening a MONUMENTAL can of worms. No way in hell is Toady going to do anything like this anytime soon.
« Last Edit: September 04, 2014, 06:42:16 pm by SixOfSpades »
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Illogical_Blox

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #21 on: September 06, 2014, 12:49:29 pm »

I like this! I agree that it should be hard; you could agree the immigration policy for the rest of the year with the liason. I like the idea that extra restrictions lead to less immigrants.
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SixOfSpades

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #22 on: September 06, 2014, 01:29:55 pm »

Oh, good--I was starting to fear that I broke the thread by commenting too hard.  :)

In addition, I'm not sure even the most rigid Immigration Officer could get your fort's strictness reputation all the way to 100% all by himself: Even if you rule with an iron fist, you're still subject to the commands of your monarch, and as your strictness increases, the more likely it is that migrants come to you only by the monarch's direct order. So maybe your reputation for strictness should be capped at about 90% before you become the Mountainhome, and 95% after the monarch arrives. To lock out migrants completely, the population cap is the only way.
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Dame de la Licorne

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #23 on: September 06, 2014, 01:54:00 pm »

@SixofSpades

Your post was very well thought-out, and I like how you tried to balance it out.  I like the way most of it would work, except for allowing "rejected" migrants to settle on a part of the embark map.  I think it would be better if they joined the hill dwarves which have been implemented (even if we can't do anything with them in fort mode) should they choose to stay in the area.  Being on the same physical/local map should only occur if they're accpted into the fort or are in active rebellion and trying to stay.  I'd also like to see the Immigration Noble also be able to ask/conscript local hill dwarves into the fort, though that would probably use similar mechanics to recruiting true "outside" dwarves join.

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #24 on: September 06, 2014, 03:42:07 pm »

+1 intangible Internet Support Points for ye :) All the potential exploits of this could be mediated by the Officer's skill level so that at lower levels requests for certain craftsmen at certain skill levels would fail miserably :> The only thing I want to work every single time is the "NO NEW ARRIVALS!" bit :>

Something like this is the only way we'll ever be able to reliably play low-pop forts, or to play a wealthy fort that doesn't have seven million dwarves scurrying all over the place :)

Anyway, of course I love this idea! I've been whining for a way to play a single-dwarf fort for ages and Meph just recently managed a Hermit mode for MDF.. I still want Sir Toad to add the ability to choose your amount of starting dwarves (from 1 to 10 or so, depending on your goal or how many points you want to spend..)
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Dirst

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #25 on: September 06, 2014, 03:46:56 pm »

+1 intangible Internet Support Points for ye :) All the potential exploits of this could be mediated by the Officer's skill level so that at lower levels requests for certain craftsmen at certain skill levels would fail miserably :> The only thing I want to work every single time is the "NO NEW ARRIVALS!" bit :>

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Timeless Bob

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #26 on: September 06, 2014, 03:48:44 pm »

The world is a pretty hostile place, so it's always been odd how healthy the migrant dwarves are that emigrate to your fortress.  There is already this caravan of people, guards and goods traveling regularly between the Mountainhomes and the colonies, so why the populations don't travel with them is a mystery.  It would be so much easier if non-refugee immigrants were treated like caravan animals until they were "bought" (hired).  If the dorfs could be "sold" the same way: caged/restrained criminals serving time are indentured to a caravan for the remaining part of their sentence or unhappy dorfs signing on to journey with the caravan to find a better life (emigration as well as immigration), refugees who have been camping outside your fortress since they fled there originally, ect...

In 34.11, when Putnam's "retire a fortress" work-around was done using DFhack, migrants from that fortress would have a different civ tag and would show up only as their descriptions and job titles.  They'd hang around the edge of the map where they spawned and might attack any invaders or not, but certainly wouldn't be part of the fortress populations.  Any time a Player wanted to recruit one of them as a Fortress member, they'd use DFhack's "tweak makeown" function and that member would happily trundle off to get themselves a drink.  They wouldn't be available to choose for military or government positions, but their children were full civ members.  It was pretty neat.

If refugees were handled the same way, and the Outpost liaison/broker meeting discussed immigration requests (including requests of dwarves heading back to the Mountainhomes, so that certain skill types were considered more worthy than others), and the entirety was contained in the Trading sub-game, with the Trade Depot designated as a temporary "meeting place" where dwarves could come and either decide to emigrate or immigrate (including caravan guards and militia members), then the entire process would be all sewn up tight. 
 
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The Riddled Basement

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #27 on: September 09, 2014, 01:16:04 pm »

SixofSpades, I am glad I read that wall of text. +1 Internets for you!
I love the idea of reputation so that you have more control, maybe it could also be tied to a specific skill for the immigration officer.
This could create a hybrid system capped at 90 to 95% control.
For example fort reputation could max make up around 60% control with the other +-30% being Immigration officer skill*2 (with lvl 15 = legendary border security bastard :p )
Think of it as the personal gravitas of the officer, a veteran officer will have more influence than the peasant you just appointed..
With the officer acquiring xp for every denied dwarf or for every processed dwarf.

As for the ideas with respect to a separate area for the immigrants:
They could meet in the office of the immigration officer and could stay there until processed. I am in favor of the potential rebellious dwarves, that would make the justice system have a function.
I think that the whole system of a separate area as proposed would be difficult to make and intensive on both the player and the cpu.

Now just hope the mighty toad reads this and we can make our grand fortress full of veterans!

« Last Edit: September 09, 2014, 01:24:20 pm by The Riddled Basement »
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SixOfSpades

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Re: Dwarven Customs Officer (Immigration Specialist Noble Position)
« Reply #28 on: September 10, 2014, 05:48:32 am »

I like the way most of it would work, except for allowing "rejected" migrants to settle on a part of the embark map.
Yeah. Sub-forts is an interesting idea, but upon further pondering, it just doesn't seem to offer enough potential benefits to outweigh the definite drawbacks. We could get almost as much flavor from simply increasing the possible bedroom & dining room designations: As well as the existing bedroom / barracks / dormitory, just tack on new designations to specify that the room is for non-fortress folk: I'm sure that after their long march, the caravan merchants and their guards would like to put their feet up for a bit. Etc.

Quote
I think it would be better if they joined the hill dwarves which have been implemented (even if we can't do anything with them in fort mode) should they choose to stay in the area. . . . I'd also like to see the Immigration Noble also be able to ask/conscript local hill dwarves into the fort, though that would probably use similar mechanics to recruiting true "outside" dwarves join.
Staying with the hill dwarves is just fine, in fact that ties in perfectly with your being able to offer goods to your rejected migrants--goods that they can then turn around & offer to the hill dwarves, to more successfully barter their acceptance into the hill dwarves' settlements. I also agree with being able to recruit from the hill dwarves, in fact you might easily get some "second chancers" this way: Migrants from the Mountainhome who were turned away once, but tried again after spending a couple of years with the hill dwarves put some new skill ranks under their belts (probably low-tech skills like farming, woodcutting, and combat).

As for how the hill dwarves could be recruited, they could easily just send migrant waves just like the regular ones (although noticeably smaller, due to the much lower base population), and/or trading caravans (allowing the player to buy things that exist in the local area but not in the actual embark zone). But they also provide an interesting opportunity: Due to their proximity and presumable much greater vulnerability, in the event of a goblin siege they could run to your fort for safety. They're not asking to join you, just looking for a place to hole up until things blow over, and you benefit as well because they bring you advance warning of the siege (much better than the old BOOM! Hi, here we all are). Now, I expect only a small portion would flee to your fort (the rest would just scatter further into the hills), but the Immigration Officer could easily look over the ones that did come, and Conduct Meeting with those that (approximately) meet the desired profile. Hill dwarves with combat skills (and equipment) could also take action on their own, and try to convince any militia captain to let them help fight the goblins. To prevent awkwardness, these meetings should probably take place either before, or after, the actual siege itself.


The only thing I want to work every single time is the "NO NEW ARRIVALS!" bit :> Something like this is the only way we'll ever be able to reliably play low-pop forts, or to play a wealthy fort that doesn't have seven million dwarves scurrying all over the place
Not quite. I think the only way to ensure absolutely zero migrants should be the INIT file, with its population & baby caps (and yes, I agree that the first 2 migrant waves should be subject to that cap, & no longer hardcoded). If your goal is to create a hermit or Adam & Eve fort (or whatever), you'll want to set that in the INIT right at the start, not sit around turning away every migrant year after year, until people finally learn to stay the heck away. Conversely, even the very strictest of forts can suffer disaster, and if the survival of your fort is hanging by a berserk, dehydrating Mason & a kid who just turned 12, you NEED more warm bodies as soon as dwarvenly possible--you very well might not make it a whole other year. So yes, it turns out that you actually DO want that one-legged Potash Maker who came in spite of all your "GET LOST" signs.


There is already this caravan of people, guards and goods traveling regularly between the Mountainhomes and the colonies, so why the populations don't travel with them is a mystery.
With the additional mystery of how the migrants always seem to set off from the Mountainhome with exactly as much food and drink as they will need to consume along the way, so that they always arrive with not a morsel left over--or any cooking or camping equipment, for that matter. Having all of your visitors arrive in a unified body makes a world of sense, of course, though I worry about the size of migrant waves. The early waves, that can sometimes double or even triple a fortress's population, are already bad enough--can you imagine what would happen if we took a whole year's worth of migrants & had them all arrive simultaneously? The obvious solution would be to make the waves much, much smaller (BIG yes), at least in the first few years, and also to allow the possibility of more than one Mountainhome caravan per year. If we're playing a game where distance from the Mountainhome is a factor, then naturally this could be quite a major undertaking, and the capital would only touch base with the distant border colonies on a strictly annual basis . . . but if you're nearby and/or ignoring travel time, I don't see why you shouldn't have a caravan (and potential settlers) every season.


Quote
It would be so much easier if non-refugee immigrants were treated like caravan animals until they were "bought" (hired).  If the dorfs could be "sold" the same way: caged/restrained criminals serving time are indentured to a caravan for the remaining part of their sentence or unhappy dorfs signing on to journey with the caravan to find a better life (emigration as well as immigration)
I was going to argue against selling unwilling creatures, but then I considered roleplaying a pro-slavery culture (especially goblin slavery) or a prison fortress sending chain gangs out to do road work (problem: the chain gang would have to come back). And yes, voluntary (or forced) emigration should be a thing, too. There's little reason for a Legendary Fisherdwarf to stay on a map that has NO access to any fish, so why not move out?

As for "buying" migrants, I think the idea runs into problems if you try to do it for everybody:
* Buying desirable dwarves away from their (undesirable) friends/family makes sense, because the desired dwarf knows that by leaving them, he is giving them wealth, & therefore a better shot at life.
* Buying desirable dwarves simply into your fort works less well, because a) the dwarf in question receives no benefit whatsoever from the goods that will now go straight to the Mountainhome, and b) the dwarf is already AT your fort. Why did he come all this way, if his decision was so wishy-washy it could be swayed by a couple of bins of cloth? This type of transaction would best be negotiated, and paid, while the dwarf was still in his old home & could derive some actual good from his "purchase price".
* Buying migrants that were sent by your government/monarch (rather than just moving to your fort of their own volition) doesn't work: If they were told to come here, by allowing them in you're just obeying orders, so they should be free, no "purchasing" involved. If anything, you should have to give up some goods in order to refuse those migrants, by way of appeasement/apology to your superiors.
* Migrants that came to your fort of their own accord should have to prove their worth, by paying to be allowed in; you're not going to accept just any would-be beggar, you want people who can pull their weight. Real-world precedents for this policy number in the . . . thousands?
* Emigrants leaving your fort should have a sort of "purchase price", too, in the sense of the same goods you would give rejected immigrants. They might not need weapons & armor if they're going to be heading back to the Mountainhome (and are thus under the caravan guards' protection), but you would still have to pay them in food & drink for the journey.
Now here's the kicker: The computer would have to consider each dwarf, decide which of the above conditions applied to him (possibly more than one), check his intended destination (your fort? the mountainhome? the hill dwarves? somewhere else?), evaluate his skills & compare them with how well those skills are valued at his destination, possibly throw in a modifier for his Persuader and Liar skills, and THEN decide how much you should have to pay to purchase him into your fort. Or pay to see the back of him. If at all. For every single dwarf. So I think it's better to NOT have to buy or sell the majority of dwarves, at least for the time being.

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If refugees were handled the same way, and the Outpost liaison/broker meeting discussed immigration requests (including requests of dwarves heading back to the Mountainhomes, so that certain skill types were considered more worthy than others), and the entirety was contained in the Trading sub-game, with the Trade Depot designated as a temporary "meeting place" where dwarves could come and either decide to emigrate or immigrate (including caravan guards and militia members), then the entire process would be all sewn up tight.
Agreed. Since I made such a big deal about newcomers to your fort not being trap-immune, and Wagons needing a trap-free path to the Trade Depot anyway, the Depot seems the logical place for the migrants to hang out while you decide their fate. (This could be rather a slap in the face to those players who design for pack animals instead of wagons [and I'm one of them], and pave the entire entrance with traps, but arguably they were just taking advantage of an unrealistic exploit anyway.) Then, the player could oversee the meeting between the Outpost Liaison & the Immigration Officer, then the meeting between the merchants & the Broker, and finally between the Outpost Liaison & the ranking Noble.


I love the idea of reputation so that you have more control, maybe it could also be tied to a specific skill for the immigration officer. . . . Think of it as the personal gravitas of the officer, a veteran officer will have more influence than the peasant you just appointed. . . . With the officer acquiring xp for every denied dwarf or for every processed dwarf.
I started with the idea of making it a skill specific to the Immigration Officer, in the same way that only the Bookkeeper uses the Record Keeper skill. But then I decided that the Martinet skill could have other uses, particularly by militia captains and the fortress guard. A dwarf would need to be above-average in both Assertiveness and Lawfulness in order to gain ranks in Martinet, and would gain EXP by chastising On Break dwarves when every other available dwarf is busy and/or there's an active Siege in progress, or by yelling at their militia squad to all take their sleep & meal breaks at the same time (or do most players prefer to stagger them?), or by slapping around any dwarf who's emotionally traumatized by a dead badger, or by kicking the Broker around when he decides that being sleepy or thirsty is more important than the fact that Trader requested at depot. Also, if the deadline for a noble's mandate is soon to arrive, dwarves with some Martinet skill might also discourage, or even outright prevent, the craftsdwarves working on meeting that mandate from taking any kind of break. But naturally, the fastest gains in the skill would come from developing, and rigidly enforcing, an immigration policy, so of course the biggest Martinet would be the Immigration Officer, and any members of the militia who witness and/or directly take part in the refusal of migrants. The skill has its drawbacks as well: No dwarf likes being yelled at, or being accused of laziness, so watch out for bad thoughts, especially when the dwarf has a reason to consider himself socially or militarily superior to the Martinet.
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Dwarf Fortress -- kind of like Minecraft, but for people who hate themselves.
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