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Author Topic: Get rid of migrants in favor of petitions  (Read 3616 times)

King Mir

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Get rid of migrants in favor of petitions
« on: December 09, 2015, 08:12:44 pm »

Dwarves visiting the fort and petitioning to stay seems like a much natural way to get citizens than seasonal migration. It would allow you to reject migrants. And it would allow more realistic reasons for migrants to come. So I propose the old migrant system be replaced with more reason for dwarven families to come to the fort and ask to join.  For example, goblins raiding a nearby hillock would send refugee groups to your fort in large numbers. Otherwise the popularity of your fort determines both general visitors, and visitors seeking a new home. You can also use other factors like fortress wealth, and trade output. In this case dwarves who wish to join the fort to make a home would become full citizens, able to do anything. But they would mostly be dwarves, because they are chosen from your civilization.

When you have a baron, it would also be cool to, instead of rejection, send such migrants to live in nearby hillocks under the baron's domain, or to found new hillocks or mountain halls.

AMTiger

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Re: Get rid of migrants in favor of petitions
« Reply #1 on: December 09, 2015, 09:49:18 pm »

Maybe make it toggleable or only switch from migration waves to petitions once you have a mayor/baron or some other requirement?
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Veroule

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Re: Get rid of migrants in favor of petitions
« Reply #2 on: December 10, 2015, 01:34:19 am »

I think I would like to see the starting 7 be selected from the existing population first. Then initial migrant waves should come from the families of those starting 7. When the fortress is shown to be established well, like exported wealth then other dwarves seek to join in. I would say the expedition leader level should be enough to turn potential immigrants away, and turning them away should lead to fewer and fewer showing up. Such a design would allow the artificial population cap init option to be removed.
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Bumber

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Re: Get rid of migrants in favor of petitions
« Reply #3 on: December 10, 2015, 05:48:49 am »

I would say the expedition leader level should be enough to turn potential immigrants away, and turning them away should lead to fewer and fewer showing up. Such a design would allow the artificial population cap init option to be removed.
So if the initial waves are their families, and we turn away all other immigrants, leaving our only population growth from babies, then ...
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Nullsrc

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Re: Get rid of migrants in favor of petitions
« Reply #4 on: December 10, 2015, 09:27:09 am »

Do not fear. Do you not know that dwarves only reproduce by standing on the same bed tile?
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Bumber

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Re: Get rid of migrants in favor of petitions
« Reply #5 on: December 11, 2015, 03:05:06 am »

Do not fear. Do you not know that dwarves only reproduce by standing on the same bed tile?
I guess dwarven genetics are too random to worry about inbreeding.
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Ysyua

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Re: Get rid of migrants in favor of petitions
« Reply #6 on: December 11, 2015, 01:44:29 pm »

I kind of like this. I think it would be interesting to see more kinds of visitor/migrant groups show up and get their own announcements.

A dwarven/human/elf/goblin family has come to your fort seeking shelter!
A seasoned adventurer has come seeking rest and solace in your halls.
The mountainhome has requested that you house this reformed prisoner of war.
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xordae

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Re: Get rid of migrants in favor of petitions
« Reply #7 on: December 11, 2015, 04:49:27 pm »

Isn't it part of the fun that migrants can screw you over / be worthless / be thrown into magma? It's kind of a traditional thing now, and I could certainly see a clan having claim to a new venture. Including the expedition leader becoming hopelessly overwhelmed. It'd just be one unique mechanic less if that was to go away and everyone had to petition. Like, you could probably evade the vampire problem entirely if only petitioners got in. Feels a little less spicy to me!
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Ysyua

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Re: Get rid of migrants in favor of petitions
« Reply #8 on: December 11, 2015, 04:57:00 pm »

Isn't it part of the fun that migrants can screw you over / be worthless / be thrown into magma? It's kind of a traditional thing now, and I could certainly see a clan having claim to a new venture. Including the expedition leader becoming hopelessly overwhelmed. It'd just be one unique mechanic less if that was to go away and everyone had to petition. Like, you could probably evade the vampire problem entirely if only petitioners got in. Feels a little less spicy to me!
I feel this. But I would like a range. Groups that the mountainhome demands you take in, refugees you could take in, petitions you are under no obligation to accept, migrants that come with some risk factors (criminals with high combat skills, but high potential to assault citizens).
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Quote from: Ysyua
I had a trog give birth while scaling a wall. Just before one of my crossdorfs loosed a bolt at her. The trog baby drowned.
They said the walls were impregnable. You didn't have to prove me wrong by giving birth on them.

FantasticDorf

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Re: Get rid of migrants in favor of petitions
« Reply #9 on: December 11, 2015, 05:17:52 pm »

alternatively you could make a burrow full of connected floor grates over lava (since it is a orthogonal construction meaning that its mandatory to be attached to something solid like a wall, i recommend a series of 2x2 corridors forming a box as good as you can get it for floorspace) attach lever mechanisms, pull the trigger and watch them melt in your migrant foundry.

More specific migration petitions (mandated migrations) does sound like a worthwhile venture though.
« Last Edit: December 11, 2015, 05:19:28 pm by FantasticDorf »
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King Mir

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Re: Get rid of migrants in favor of petitions
« Reply #10 on: December 11, 2015, 07:41:12 pm »

Isn't it part of the fun that migrants can screw you over / be worthless / be thrown into magma? It's kind of a traditional thing now, and I could certainly see a clan having claim to a new venture. Including the expedition leader becoming hopelessly overwhelmed. It'd just be one unique mechanic less if that was to go away and everyone had to petition. Like, you could probably evade the vampire problem entirely if only petitioners got in. Feels a little less spicy to me!
You can go over your migrants when they enter now too, you just have to throw them into magma or isolation instead of denying their entry. Even with a mandatory group of migrants that you can't for some reason refuse, I feel that having them run up to the mayor to make a formal plea would be better.

Dozebôm Lolumzalìs

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Re: Get rid of migrants in favor of petitions
« Reply #11 on: December 12, 2015, 01:42:57 pm »

alternatively you could make a burrow full of connected floor grates over lava (since it is a orthogonal construction meaning that its mandatory to be attached to something solid like a wall, i recommend a series of 2x2 corridors forming a box as good as you can get it for floorspace) attach lever mechanisms, pull the trigger and watch them melt in your migrant foundry.

And then what? The legendary blacksmith, related to that dabbling cheesemaker, goes berserk?

No dwarf would ever do something so horrible as melt other dwarves. Unless they were insane, of course, but most dwarves are only moderately insane.
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Manzeenan

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Re: Get rid of migrants in favor of petitions
« Reply #12 on: December 12, 2015, 02:26:10 pm »

alternatively you could make a burrow full of connected floor grates over lava (since it is a orthogonal construction meaning that its mandatory to be attached to something solid like a wall, i recommend a series of 2x2 corridors forming a box as good as you can get it for floorspace) attach lever mechanisms, pull the trigger and watch them melt in your migrant foundry.

And then what? The legendary blacksmith, related to that dabbling cheesemaker, goes berserk?

No dwarf would ever do something so horrible as melt other dwarves. Unless they were insane, of course, but most dwarves are only moderately insane.
You forget the mindset  of the one who makes them do it..
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cochramd

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Re: Get rid of migrants in favor of petitions
« Reply #13 on: December 12, 2015, 02:34:22 pm »

Would this lead to us being able to request dwarfs with specific skills from the mountainhomes? Because I am all for that.
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Button

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Re: Get rid of migrants in favor of petitions
« Reply #14 on: December 12, 2015, 02:37:25 pm »

This seems like it would fit in well with the starting scenarios arc.

It would be fun if, depending on the reason for their petition, accepting/rejecting certain migrants would have political consequences. Band of refugees from a human/goblin war seeks shelter? Accept them and the goblins may come after you; reject them and the humans may cool towards you. Refuse enough migrants from the mountainhomes and they may disown you. Accept an elven woodcutter and the elves will beat your door down for harboring a fugitive.

A hospitality ethic could interact interestingly with such a system, too. For civs that strongly value hospitality, turning away a petitioner could cool their civ's attitude towards you, or even be an act of war in itself. You could get fun no-win situations where a fugitive from a civilization that strongly values hospitality comes to you. If you accept him, you're harboring a fugitive; if you turn him away, you've violated sacred hospitality and are worse than those cannibal elves.
« Last Edit: December 12, 2015, 02:42:13 pm by Button »
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