Does anyone know if immigration tries to catch you up to a certain level, or does it just bring in some number of dwarves based on your wealth?
Example: I have a fort of 100,000 monies. I have one dwarf. Does the game say that at 100,000 monies I should have 20 dwarves, and send me 19? Or does it say I should recieve 10 dwarves per wave at that wealth level and thus send me 10?
Example 2: The following year I have 5 dwarves left, and I have not improved my wealth at all. Still 100,000 monies. Would I gain the 15 dwarves to put me at the wealth pop level, or do I get 10 dwarves because that's what the wave should be at 100,000 monies?
Also, regarding what to do with the immigrants, someone on here has a brilliant idea for a dual society. It went something like this:
Your first group of dwarves has good skills, especially once they start building stuff. You have them inside, doing a little of everything, even food production. You have an airlock leading inside, made of raising bridges and trenches to keep even the door-breakers out. All the levers are inside. In the middle of the airlock are a bunch of stockpiles and your trade depot.
When an immigrant wave comes, you set them to gather berries, fish, cut wood, and haul things to the stockpiles in the airlock. They can feed themselves no problem. When the stockpile fills up, you get all the Low Dwarves outside and switch the bridges, and bring in the High Dwarves. They gather all the goodies, like lumber and fish and stuff, and bring them inside. They put all their crafts and stuff in the airlock stockpiles, including more axes and such. Then they clear out, and you change the airlocks again.
When a seige comes, the Low Dwarves probably die. But some are woodcutters, some are hunters, and they might have armor made by the High Dwarves. So they might survive. If they don't more immigrants will come soon.
When a trader comes, they'll go straight to the depot because the outer bridge is down. When they arrive, clear out the Low Dwarves and switch airlocks. The High Dwarves then load up the depot with craft goodies, take what they want in trade goods, pull everything inside, leave more armor and weapons for the Low Dwarves, and pack it in. Get your meeting done. Change airlocks, let the traders out, let the Low Dwarves get their crumbs.
Use a single meeting zone to get animals to move back and forth. People will complain because they can't get to the meeting zone outside if they're inside, but that's cool. It's just to get the little freaks out of the airlock.
It's an incredible idea. Your important dwarves, the ones who need high skills to improve the quality of their goods, are perfectly safe inside. No more babysnatchers (well, they'll take from the people outside). No more cave adaptation problems. No tantrum spirals in the High Dwarves because they never meet the Low Dwarves. No entrance dance. Seiges happen and are fun, but they're not able to devastate your fort. No more dragons spreading fire everywhere and ruining things with bugs. It's beautiful.