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Author Topic: Immigration control  (Read 3391 times)

Majestic7

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Immigration control
« on: September 22, 2006, 04:16:00 pm »

Hello there,

I must admit that the aspect of the game I'm most annoyed with is the uncontrollable immigration. Just when things are going fine, there comes a group of 20 more dwarves with four snobby nobles just waiting to go berserk, totally unexpected. Makes me want to drown them all. So, a few suggestions:

1) Immigration should give out an advance warning on how many commoners and nobles there are coming.

2) Better yet, there should be a way to turn away the immigrants, perhaps at the cost of reputation with the dwarven nation.

3) One option would be some sort of point-buy for new dwarves. Perhaps some noble could give a such ability? In that mode there would be no new immigrants whatsoever - you'd only get new dwarves by 'ordering' them and get exactly what you want. Payment could be in abstracted political points, money or goods, whatever fits the best.

4)...and one possibility would be to remove spontanic immigration altogether, except as a random event - you'd need to buy _all_ new immigrants, including nobles to the fortress.

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Solara

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Re: Immigration control
« Reply #1 on: September 22, 2006, 05:09:00 pm »

There's been a lot of discussion about this already. Currently, the best solution I've found is to drown them, though last I heard there might eventually be a way to have at least some control, either through a noble or through 'difficulty' options when creating a world.
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dav

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Re: Immigration control
« Reply #2 on: September 22, 2006, 06:30:00 pm »

I think it's realistic not to know how many dwarves are coming - did the pioneers send riders ahead to warn California?  But a response from the traders when they leave - "We will report your dismal/impressive/spectacular/legendary success to the kingdom" might help your first issue.  I drown most of mine because I like knowing each dwarf well, and once you get waves of immigration that are three times your current population, that option's out.  I trust something will come along sooner or later, though.
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qalnor

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Re: Immigration control
« Reply #3 on: September 22, 2006, 10:42:00 pm »

I personally think people tend to make a much bigger deal out of immigration than is strictly necessary.

Early on drowning a few useless nobles is probably easier than bothering with their rooms, but apart from children I see no point in drowning anyone else.

If you really have nothing for them to do, dig more farmland, and make them farmers.

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Majestic7

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Re: Immigration control
« Reply #4 on: September 23, 2006, 08:21:00 am »

quote:
Originally posted by Solara:
<STRONG>There's been a lot of discussion about this already. Currently, the best solution I've found is to drown them, though last I heard there might eventually be a way to have at least some control, either through a noble or through 'difficulty' options when creating a world.</STRONG>

Well, drowning doesn't really seem like something the dwarves residing in the fortress would do to their kin, unless they are insane sociopaths. Thus some sort of less violent control method might be in order.

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daveybaby

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Re: Immigration control
« Reply #5 on: September 26, 2006, 03:44:00 am »

quote:
Originally posted by Majestic7:
<STRONG>Thus some sort of less violent control method might be in order.</STRONG>

Lethal injection?
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Craftling

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Re: Immigration control
« Reply #6 on: May 05, 2009, 09:59:51 pm »

When the first caravan comes to visit, the diplomat should ask you something like " Is your newly established fortress ready to accept and cater for migrant dwarves" If yes migrants will start to immigrate to your fortress. If no, you won't receive any immigrants until the next year, when the question will be asked again. When you have enough/too many the diplomat could be warned that the fortress won't cope with anymore dwarves, which will stop the migrants until next year.
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Muz

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Re: Immigration control
« Reply #7 on: May 05, 2009, 10:01:32 pm »

IMO, immigration is fine. Just send the worthless ones to work as slaves. At the very least, use them as soldiers (goblin fodder/training dummies) or as farmer/gatherer/carp bait.
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Aquillion

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Re: Immigration control
« Reply #8 on: May 05, 2009, 10:14:12 pm »

My favorite idea for this so far is to have a noble handle it.  Right now immigrants just sort of wander in and start working, which makes very little sense for an established fortress.

Instead, you should have a noble (possibly the mayor) arrange a big meeting with all the immigrants at once.  Naturally, you should have a big office or auditorium or something for them.  Everyone goes there, and once they're present, the player is presented with a list of all the new dwarves, with the option to view each, assign their jobs, and/or send them away.
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Pilsu

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Re: Immigration control
« Reply #9 on: May 06, 2009, 01:04:19 am »

My favorite idea for this so far is to have a noble handle it.  Right now immigrants just sort of wander in and start working, which makes very little sense for an established fortress.

Instead, you should have a noble (possibly the mayor) arrange a big meeting with all the immigrants at once.  Naturally, you should have a big office or auditorium or something for them.  Everyone goes there, and once they're present, the player is presented with a list of all the new dwarves, with the option to view each, assign their jobs, and/or send them away.

A nice suggestion, very RPish and convenient

Personally I'd prefer if I had control over what kind of immigrants come over. If I so choose, I'd prefer to be able to get only peasants. Don't waste time training soap makers, they just end up in the fodder squads. I don't need useless skills cluttering up their lists
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Enzo

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Re: Immigration control
« Reply #10 on: May 06, 2009, 03:35:43 am »

apart from children I see no point in drowning anyone else.
Sorry, I just thought I'd pull it out of context. I like that one.

ON TOPIC : immigration is mostly fine the way it is. But it's slightly strange to think a woodcutter would travel such a great distance to find gainful employment in a desert...glassmakers on sandless maps, that sort of thing. That bugs me a little. None of these suggestions seem to be addressing that exactly though. Requesting certain types of workers strikes me silly and unrealistic...immigration does not work that way. Advance warning less so, but still...besides the metagame reason I can't see why that would happen. I think #2 is alright though. But if you could turn immigrants away would that mean...illegal immigrants? I kid.

Personally, I like it how it is, but I try not to get obsessive-compulsive about my fortress planning. Currently the first immigration wave is great because it's like a lottery. Sometimes I get exactly what I need. Sometimes I get glassmakers on sandless maps and I have to work a little harder. RNGs are fun.
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Silverionmox

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Re: Immigration control
« Reply #11 on: May 06, 2009, 05:10:09 am »

Immigration does work that way. In the sixties, a lot of countries made deals to deliver miners in exchange for coal, for example.
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Twad

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Re: Immigration control
« Reply #12 on: May 06, 2009, 03:49:51 pm »

immigration control? Drop them from a retractable bridge that is 20+ levels high.. or give them a room with a door, and lock them in until they starve.. The next few waves will be too scared to come to your fortress. Giving you more than enough time to prepare.

As previously said, when we get nobles they should "handle it", they give us a list and, like trading, we select what job we want most.
Also, early waves should not be 2-3 times your current population each time.  More like a gradual increase in immigrants. Very few, with 1-3 more each wave.
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Aquillion

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Re: Immigration control
« Reply #13 on: May 06, 2009, 08:26:57 pm »

Immigration does work that way. In the sixties, a lot of countries made deals to deliver miners in exchange for coal, for example.
Yeah.  If a country desperately needs a certain kind of worker, it's not that odd for them to offer incentives in order to attract them.  If my fortress really, really, really needs a highly skilled mason, I should be able to send an offer with the caravan or whatever, offering a huge pile of goods and valuable items; eventually, a skilled mason will likely agree.
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profit

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Re: Immigration control
« Reply #14 on: May 06, 2009, 08:27:56 pm »

Actually... I think since our fortress baisicly Gives them everything we should be able to demand a certain number of coins to allow an imigrant access.. If we really need someone we should offer a certain number of coins for them.

So....
I could charge all soap makers and peasents who wanted to settle in my fortress 5000 coins.. And probably Zero could or would want to afford so they would not come. 

and If I needed a farmer I could offer 1000 coins to have him settle. Kinda like a subsidy.

Of course we need a fortress account in order to make this work.. but I think it would be a lot more inline with how they would actually handle it than simply drowning the immigrants that don't have the skills they want.
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