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Author Topic: Immigrants  (Read 992 times)

Jesenjin

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Immigrants
« on: April 20, 2008, 09:27:00 am »

Have you ever played Tropico??
Well in the there were docks and every once in a while there was a freight with immigrants. There would be a random number of immigrants with random personality and skills. Does this ring any bell?
Well any way in Tropico there is an option to pay some money to get a educated (skilled) individual on next freight to fill job vacancy.
It would be nice to have option to have something like this for dwarf fortress. For example when in autumn dwarf liaison comes, you can "order" some immigrants with specific set of skills for your fortress, which would, of course, cost some money and/or good. It would make a game a bit easier as you could get skill you need and not to wait someone to be trained or to wish for little luck during next immigration.
Plus it would be nice to buy a one or more dwarf during the initial embankment, which would cost a whole load of money but...
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Haedrian

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Re: Immigrants
« Reply #1 on: April 20, 2008, 09:50:00 am »

I agree with this, the increase should be exponential though, and very expensive at higher levels.
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Normandy

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Re: Immigrants
« Reply #2 on: April 20, 2008, 10:29:00 am »

Or perhaps use the Colonization system of immigration. Sometimes immigrants will automatically appear on docks, but if you really needed some immigrants, you had to buy them. They would go up to a certain price (400 gold in the beginning), then slowly go down back to their lowest price (70 gold or something). If you bought more colonists before it reached this lowest price, then the maximum price would go up.
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Mikademus

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Re: Immigrants
« Reply #3 on: April 20, 2008, 11:52:00 am »

Immigrant regulation and skilled immigrants are probably among the top-10 request. There are a number of threads on this, and there has been numerous suggestions on putting out requests or warrants for particular skills, and that successful fortress should entice the skills for which it is famous.

Example threads
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=000841  http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002913

This is very much similar to your suggestion>> http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=002718

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Othob Rithol

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Re: Immigrants
« Reply #4 on: April 20, 2008, 02:56:00 pm »

There have also been several threads about Tropico style immigration, but I believe you were first to mention buying the immigrant.

Viva el Presidente!

umiman

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Re: Immigrants
« Reply #5 on: April 20, 2008, 11:10:00 pm »

Isn't this called slavery?

Trollvottel

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Re: Immigrants
« Reply #6 on: April 21, 2008, 05:04:00 am »

Depends; in Tropico I, you were dictator of a tropical island. That's not called slavery but, uh, either Communism, Fascism, or even Democracy depending on who the ruler is and who you ask about them. *g*

In Tropico II you were pirate king - and had to take care of two populations, Pirates (like military in DF) and captives (to do all the jobs needed to keep the Pirates happy, including running various etablissements dedicated to fornication, drinking, and gambling.)

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Othob Rithol

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Re: Immigrants
« Reply #7 on: April 21, 2008, 05:18:00 am »

Tropico I was not slavery. The fee was not to directly buy the individual, but rather the recruitment fees to attract an immigrant that had either a high school diploma or a college degree. If the immigrant did not like the island, they would emigrate eventually.

the DF equivalent would be bribing the mountainhome to dispatch a skilled worker for a few dozen stone mugs.

vanarbulax

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Re: Immigrants
« Reply #8 on: April 21, 2008, 05:52:00 am »

Yeah you should be able to give out dwarven style scholarship funds to hire various skilled dwarves into your fortress, this would also be useful when you have various other semi-nobles like skilled priest for greater religion or advisers for organization. The fortress activities should also reflect who you get, if you run a metalsmithing operation with dozens of smelters then you want furnace operators but war like fortress should attract warriors. This could give another job for your major or another noble so they can be in charge of word-of-mouth, fame of fortress and propaganda jobs.
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GoGoCactusMan

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Re: Immigrants
« Reply #9 on: April 21, 2008, 07:12:00 am »

Of course, only accepting coin would provide a decent reason to mint coins...
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