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Poll

Well, which one?

Lots of small groups
- 61 (64.2%)
A few big groups
- 34 (35.8%)

Total Members Voted: 95


Pages: 1 [2] 3

Author Topic: Migrants~ Which do you prefer?  (Read 2475 times)

GearedLogos

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Re: Migrants~ Which do you prefer?
« Reply #15 on: November 09, 2010, 06:52:38 pm »

Whether it is twice a season or once a year.
If they came that often, I forsee security issues. In that light, a big annual group would be a lot simpler to shepherd, and would tie up the military less often.

Sorry, I meant a range between the two as example from DoctorZ's post. In the future, I don't think there would be problem with getting a large group of immigrants once a season if we can send out militia to claim other regions.

What about the option to request migrants with particular skills from a diplomat just like you can ask for particular trade goods?
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forsaken1111

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Re: Migrants~ Which do you prefer?
« Reply #16 on: November 09, 2010, 06:53:56 pm »

Neither. I want a migration control noble who can request and control immigration and emigration.
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Xerillum

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Re: Migrants~ Which do you prefer?
« Reply #17 on: November 09, 2010, 07:00:45 pm »

I would prefer lots of small groups, so I can replenish my magmanaut stock/gladiator stock/cannon fodder stock more easily. Or maybe just a group of legendary potash makers once a month, with real migrations coming at normal times.
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Uzu Bash

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Re: Migrants~ Which do you prefer?
« Reply #18 on: November 09, 2010, 07:14:31 pm »

Or maybe just a group of legendary potash makers once a month, with real migrations coming at normal times.
Sounds like what you want is migrant workers who get the job done and you can shuffle off after they've taken dirt for pay.

That's actually not an bad idea. I bet the immigration official wouldn't like that, but I suspect he'd just be another useless noble anyway.
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The_Kakaze

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Re: Migrants~ Which do you prefer?
« Reply #19 on: November 09, 2010, 07:22:06 pm »

Here's how I'd like to see it play out:

Think about the settling of the West.  Early on, it was small groups of hunters and trappers barely making it through.  They'd know a little bit about everything and probably be pretty tough.  The only legendary dwarves would be hunters and explorers -- but they'd be wanderers, staying for a little while then leaving.  Family's are almost non existent, except for those started at the fort.  The only caravans that show up are dwarven ones, unless there is an extremely close settlement of another race.

Once the word gets out the fort has made a lot of money, a gold rush type thing happens where tons of single dwarves looking to get rich head there.  Expect mid level trade skills and professional warriors.  There might be the occasional family at this stage, but children are still rare.  Caravans from all races begin to show up, looking to make money off of the new found wealth.

Next, the fort starts to get high level nobility and is a major part of the economy of the kingdom.  Families feel it is safe to travel to the fort, bringing with them very high level trade skills of many different types with the trade off that they bring 'useless' children and spouses who may not have the same high level of skill.  Immigrants from other species begin to arrive, bringing with them new art styles and closer relations at the cost of different needs and possible diplomatic snafus.

Finally, the fort becomes the new Mountainhome and permanent diplomatic envoys from other races are set up.  The fort's population stabilizes as the maximum limits of the mine become apparent.  Caravans begin setting off from the fort to trade and set up new mines with the excess population.
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Anything that happens in your land is your fault.  If the merchants decided to show up next to a volcano and jump in, it would still (somehow) be your fault.  If their liaison dies of old age on your doorstep, it's your fault.  If you accidentally lock the elves in the depot and wait until they're insane to capture them in cages and then lock the next group of elves in the depot and unleash the insane elves their cages, that's still somehow your fault.

Zrk2

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Re: Migrants~ Which do you prefer?
« Reply #20 on: November 09, 2010, 07:41:36 pm »

Your sig gets five beards out of five.
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He's just keeping up with the Cardassians.

AngleWyrm

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Re: Migrants~ Which do you prefer?
« Reply #21 on: November 09, 2010, 07:55:35 pm »

I want a migration control noble who can request and control immigration and emigration.

Human Resources Dwarf. You can set the sliders on various professions that you would like to have, and you can set the requested size of dwarf immigrant waves.
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Vercingetorix

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Re: Migrants~ Which do you prefer?
« Reply #22 on: November 09, 2010, 08:13:53 pm »

I tend to prefer bigger waves because it makes it easier to replenish my military losses without having to sacrifice important or useful dwarves from smaller waves; even though the distributions are likely the same, a wave of 20 means that many more animal dissectors, cheese makers and pump operators to stick in to the military for the next round of sieges.
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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

SkyRender

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Re: Migrants~ Which do you prefer?
« Reply #23 on: November 09, 2010, 09:07:18 pm »

 Hey, there's a thought: have the fort's liaison ask you what sorts of immigrants your fortress is interested in.  Maybe even give the option to "put in a good word" for your fort via a little bribe to get more migrants to come (or conversely, request that no migrants come to your fort for the more hermit-minded players).  It'd be worlds better than having a hermit fort that gets 200 migrants a year or a would-be megaproject fort that gets roughly 20 migrants a decade.  And really, wouldn't that be a much better way to use the ludicrous riches at your disposal than making the caravans bring you even more useless trade goods?
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Sanity is for the weak.

forsaken1111

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Re: Migrants~ Which do you prefer?
« Reply #24 on: November 09, 2010, 09:08:17 pm »

I want a migration control noble who can request and control immigration and emigration.

Human Resources Dwarf. You can set the sliders on various professions that you would like to have, and you can set the requested size of dwarf immigrant waves.
Well.. DWARVEN resources. :P

But Immigration Officer or something would probably be more appropriate anyway. HR is usually regarding a corporation/business.
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LealNightrunner

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Re: Migrants~ Which do you prefer?
« Reply #25 on: November 09, 2010, 09:36:33 pm »

Aren't we all in the business of killing elves?

On topic, before Dwarf Therapist, I'd prefer small waves, but any size wave is much easier to tackle with DT.
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Current Fort: NatureRags

DumbfoundedElf

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Re: Migrants~ Which do you prefer?
« Reply #26 on: November 09, 2010, 10:41:12 pm »

What I would like to have is that that don't just randomly pop up, but they're actually sent from the mountainhomes.  Anyone that dies means one less migrant.  This would make it so you don't have to keep digging downwards just to get some migrants.
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forsaken1111

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Re: Migrants~ Which do you prefer?
« Reply #27 on: November 09, 2010, 11:16:35 pm »

It would make more sense for them to come with the caravans anyway.
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Flying Carcass

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Re: Migrants~ Which do you prefer?
« Reply #28 on: November 09, 2010, 11:56:02 pm »

I prefer bigger, rarer waves, due to the fact that its easier to provide protection for immigrants making their way to my fort once in awhile rather than having to constantly have guards on patrol against ambushers and dangerous critters.
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forsaken1111

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Re: Migrants~ Which do you prefer?
« Reply #29 on: November 09, 2010, 11:57:42 pm »

I prefer bigger, rarer waves, due to the fact that its easier to provide protection for immigrants making their way to my fort once in awhile rather than having to constantly have guards on patrol against ambushers and dangerous critters.
Why not just let nature decide who makes it to your fort? Only the strong survive, and all that.
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