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Author Topic: New Migrant System (...watch for untagged spoilers in posts. Sorry.)  (Read 8386 times)

The Architect

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Alright, something is fishy here.

First: migrants pour in, an unceasing flood. I have to say that the old system worked quite well and seemed reasonably realistic. This one seems nothing of the kind. 20 dwarves will arrive in summer, right after you've landed. I suspect this is just an unexpected symptom of the new underground counting for architecture just as the old HFS did.

Second: migrants are more useful than your starting dwarves. MUCH more useful. A high master weaponsmith just arrived, and a talented carpenter who is also a skilled clothier. You might as well just bring farmers now.
I get that it makes more sense for migrants to have experience and professions, but combined with the fact that the immigrant system is in overdrive (these people arrived mid-summer) --it's insanity. It should be very difficult to attract such valuable dwarves.
« Last Edit: April 05, 2010, 01:16:08 am by The Architect »
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Enzo

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Re: New Migrant System
« Reply #1 on: April 05, 2010, 12:39:54 am »

I assumed I had received so many migrants because I had mined out about a bazillion units of gold the first two months. Your explanation works too though.
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The Architect

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Re: New Migrant System
« Reply #2 on: April 05, 2010, 12:43:09 am »

The mineral wealth is pretty insanely high too, but that's another topic.
At least raw gold nuggets (or any other nuggets) aren't worth much, even if you have hundreds of them.
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SkyRender

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Re: New Migrant System
« Reply #3 on: April 05, 2010, 12:45:14 am »

 Wealth doesn't even seem to influence it, though progress in mining might.  My own fort was built on a decidedly dull site (comparatively speaking; it has three pillars of Clownium if the lava cave reveal is any indicator, and a mess of valuable minerals of course, but no lost civs or even forgotten beasts so far).  My fort's net worth is only about 50k, but I got a migration in the first summer and the first fall that brought my population up to 20 before the first winter even hit.  The only really noteworthy thing I'd done was dug out a passage deep into the earth and carved out plenty of bedrooms for future migrations.
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MaxMan

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Re: New Migrant System
« Reply #4 on: April 05, 2010, 12:49:27 am »

I'm having the same problem, at first I was carefully picking my migrants labor and naming them. But eventually I got so many of them in one go that I just didn't care anymore. I had well over 30 dwarves and I was still just digging my first floor and I don't need that many at the start of the game.
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The Architect

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Re: New Migrant System
« Reply #5 on: April 05, 2010, 01:03:31 am »

Skyrender, please fix your spoilers. I didn't want to see or know about that. Use a tag, please.
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MaxMan

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Re: New Migrant System
« Reply #6 on: April 05, 2010, 01:10:52 am »

Here is a small exemple of over migration with the new therapist;
Spoiler (click to show/hide)
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Halconnen

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #7 on: April 05, 2010, 01:46:18 am »

I dunno. In my first fort I intentionally kept the manufactured wealth very low, no engravings, no smoothed walls, just about as many crafts as needed to buy an anvil (which might as well be free with the new price) and some food from the first caravan.

My first immigrant wave was two dwarves, the second three dwarves, a donkey and a male cat.

I'd say created wealth has some effect here.
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G-Flex

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #8 on: April 05, 2010, 02:10:59 am »

It would be nice if migrant skill/amount were more directly proportional to population and created/exported wealth, for sure. It's a little weird getting master <skill> dwarves when you haven't really done anything yet, and getting so many dwarves right from the start is a pain.

Also, it's a little strange (as stated in the OP) that the dwarves you get near the beginning of your fortress can have such higher skill than your founders. Maybe the above paragraph's idea could take care of this, to some degree, at least.
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chaoticag

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #9 on: April 05, 2010, 02:13:58 am »

Possibly to deal with the new underground system?
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The Architect

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #10 on: April 05, 2010, 02:27:21 am »

I have a little more insight to share:

I only got 8 dwarves in the summer (still ridiculous and silly) when my fort only had 3000 architecture, 13000 imported. This means that the original hypothesis about the cause is at least partially correct, and this is not entirely (if at all) due to a "new bug".

I would encourage anyone reporting their migrations to include their location's wealth in the report. My suspicion is that Halconnen embarked on a location with an exceptionally low level of hidden wealth.
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Max White

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #11 on: April 05, 2010, 02:34:19 am »

Well I remember once while playing I ran out of stone (Hard to believe, but with this mass of ore I was building in a lump of magnetite and had a mason, stone crafter and two furnace operators all taking my limestone) so production of EVERYTHING stopped for about a week while I got my miners to stop farming and dig out some rocks.

After that week my stone crafter took a break, so another week lost, and that's a fair amount of time without figurines to sell, not to mention he was also my brewer, so all in all not as many crafts as I would have liked by the first summer, and got a grand total of two dwarfs. I would say it is very much linked! However, if that clowite sword that you get at some sites counts towards wealth, that would attract a few migrants this way.

Stormcrow

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #12 on: April 05, 2010, 02:46:05 am »

The migrant system's ruining immersion for me. Aside from them being so uber and so numerous, how are they even knowing to come here? When you're only striking the earth in Spring and 8-10 new dwarves arrive in the Summer, I'm left wondering how they found out about us when we haven't even hit a caravan yet.
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amjh

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #13 on: April 05, 2010, 04:11:58 am »

First year, I was building slowly, looking around. Migrants seemed to be balanced a lot better than in earlier versions. Then I hit caverns. Next migrant wave doubled my population.
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Acanthus117

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Re: New Migrant System (...watch for untagged spoilers in posts. Sorry.)
« Reply #14 on: April 05, 2010, 04:16:52 am »

I guess there should be a tag or something for caverns that makes them not have wealth? I dunno...  ???
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