quote:
Originally posted by Toady One:
<STRONG>There's nothing on to-do about controlling the current version migrants. There are issues with the new migrant groups dropping by which is too disruptive right now. This doesn't impact current version migrants. There was a suggestion thread or two floating around about how to handle immigration but I'm not acting on that until the new migrants groups have completely replaced the old migrants, which isn't going to happen this version.</STRONG>
If I understand this, the eventual plan is for the new migrant groups to completely replace the old "wave of immigrants out of nowhere every spring" system. They'll migrate in, hang around for a while, and if they like it, settle down.
This makes it easy to refuse immigrants: when they show up, lock the doors. Conversely, it might take some work to accept immigrants--maybe they'll only stay if there are free beds, or rooms of a certain quality, or some amount of food in storage. Possibly even different migrant groups with different standards--a group of orphans would be fine sleeping in a barracks, while skilled artisans will insist on some level of room quality or total wealth.
This could even be how nobles arrive. A representative from House Ber comes to tour your fortress. Upon seeing that you're doing a bunch of farming, he asks for a bedroom and office. If you get it set up in time, he moves in. Otherwise, he leaves and comes back later. (This would allow nobles to be refused, which in turn means nobles need to be useful somehow. Alternatively, he could move in unconditionally, and then demand rooms.)