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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 2474 times)

Uzu Bash

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Re: Migrants~ Which do you prefer?
« Reply #30 on: November 10, 2010, 12:46:02 am »

Get real. No one in your fort is strong enough to be a bunch of uncoordinated stragglers caught off guard by a cyclops, dragon or goblin ambush.
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Bigf00t

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  • Because science wasn't mad enough. YET.
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Re: Migrants~ Which do you prefer?
« Reply #31 on: November 10, 2010, 01:32:18 am »

Eck, I prefer small groups just because I'm sick of the following...

Me: Oh, migrants... any skills... Oh, butcher!
Me: ...Farmer...
Me: ...Milker...
Me: ...Child...
Me: OMFG-CAT! BUTCHER!!
Me: ...Peasant...
*Five minutes later*
Me: F#CKING-PISS-OFF-YOU-SONS-AND-DAUGHTERS-OF-COW-S#!T-I-WILL-KILL-YO...
Me: ANOTHER F#CK!NG SOAP MAKER!!! !!>:(!! <-- Me, on fire.
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WELCOME TO PERPLEXICON! I HOPE YOU LIKE RESPAWNING!
But screw it nobody tames a murderbear without taking risks.

vogonpoet

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Re: Migrants~ Which do you prefer?
« Reply #32 on: November 10, 2010, 06:32:21 am »

Certainly in the first 5 years or so, I would much prefer a small trickle. I know there are many complex suggestions about immigration officers and nobels, but just a simple int option for max immigration group at one time would be great - my new fortress is only just into its second year, and my immigration to date looks like this:

Original 7.
+ 5 immigrants.
+ 2 immigrants.
+ 23 immigrants.

I would also like the caverns to not contribute to my fortress wealth automatically: I assume the fact that I dug down through the caverns to reach the magma sea, in order to begin setting up some magma forges, triggered my leap in immigration, but really. A bunch of walled off caverns full of nasty stuff I have no current means of killing, and the beginnings of a layout for a few forges, does not mean my fort can all of a sudden sustain a 3 times increase in population.
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Everything I know about reality, I learned from Dwarf Fortress.

Dorf3000

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Re: Migrants~ Which do you prefer?
« Reply #33 on: November 10, 2010, 06:36:53 am »

Why isn't there an option "Less migrants, less often" ?

I don't like random dumb dwarves turning up after walking across the wilderness with nothing to offer me except a set of utterly useless or clashing skills (Engraver and Butcher? Really?) and they immediately become part of my fortress, eating and drinking, taking up coffins if they die, making a bunch of friends and displacing my carefully-chosen mayor who has no impossible mandates.

If I could tag them as 'Get lost, useless Grand Master Fish Dissector/Potash Maker!' while they're still flashing with the grey X, and they just took off and left, that would be the best.  Even better if turning away lots of migrants affected how many you would get next time.  I know you can simply kill them and that's what many players traditionally do, but they still appear on the dead units list, fill my burial halls with named empty caskets, and cause my engravers to draw masterpiece pictures of dwarves that nobody except the magma man ever saw.
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I had a tigerman get elected mayor and he promptly mandated 3 bowls of cereal.

Shades

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Re: Migrants~ Which do you prefer?
« Reply #34 on: November 10, 2010, 06:49:01 am »

Why isn't there an option "Less migrants, less often" ?

This, I want migrants once maybe twice a year and I never want more than a handful at a time. Possibly based on fortress size so only 2 or 3 to start with and closer to the currently levels once your at 200+
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Hyndis

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Re: Migrants~ Which do you prefer?
« Reply #35 on: November 10, 2010, 02:56:23 pm »

I prefer a few big waves. That way I can just lump them all into their assigned professions with DT.

All dwarves who are not specialists doing something useful, like being a metalworker or engineer, are lumped in as general purpose "commoners". These guys make up about 80% of my fortress. They do all of the hauling, farming gruntwork, cooking, brewing, butchering, tanning, plant gathering, etc. They also serve as the base of my military. All military recruits come from them.

There are only two ways out of this:

1) In a coffin.
2) Have a fey mood and so something unexpected like claim a forge and become legendary in a useful skill. Possessed moods do not count, they just go back on patrol once they're done.
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AngleWyrm

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Re: Migrants~ Which do you prefer?
« Reply #36 on: November 10, 2010, 03:22:32 pm »

I have specialist farmers, because it effects how big a stack of plants come off the farm plot. And I have specialist cooks and brewers, because eating a great meal gives dwarves a happy thought. But butchering is a skill that gets assigned to the peasants, because there's no gain in a high-level butcher.

On topic: I like to scan through a small batch of immigrants and decide what they're best at and what I need most. I can do this with a small wave of just an handful or so, but it becomes tedious and not fun to try and micromanage a sudden influx of twenty.
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Megaman3321

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Re: Migrants~ Which do you prefer?
« Reply #37 on: November 10, 2010, 03:34:43 pm »

I  would prefer a small trickle of migrants to my fort. Otherwise, they just get nicknames for easy identification so that I can take them off smoothing duty and be stationed as guards at the bridge into my fort to kill any kobold that gets through my 5-thick trap system. This is because I get lots of military dorfs, meaning my high master armorsmith always has plenty of work. :D I also set them all to farming. The sole time I got a good non-militia dorf was when I got a grand master brewer 8) .

On topic: I hate getting huge lumps. The last time I got a migrant wave was when I got 20+ migrants when my fort became a barony. >:( If I don't get more than that, I'll have a tough time replacing the 1-2 dorfs I lose every ambush. :/
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Quote
You see, here's how I think this works:
Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
I know you can pick up water, then throw said water, while underwater, to kill a fish -He_Silent_H

Uzu Bash

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Re: Migrants~ Which do you prefer?
« Reply #38 on: November 10, 2010, 03:45:37 pm »

At this stage of the game, no matter what skills they have they can't compete with the legendaries already here, and since they come prepared to do the heavy lifting for them, they're welcome. This place is friggin huge; more movers are always appreciated, and the more their skillset makes them look like idiots, the less consideration I have to spend on them. If I give anyone the opportunity for skill-building chores, apprenticeships, then it'll be the grown children.
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