Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: Migrant Disposal System  (Read 3375 times)

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Migrant Disposal System
« Reply #15 on: December 20, 2010, 11:36:38 pm »

The needs of the fort are rapidly filled with only the first fifty or so dwarves. After that, more dwarves are not strictly necessary. If you have to have all dwarves gainfully employed, then put a pop cap of fifty and you'll be fine.

Of course that means that you'll never get to be a Metropolis, or have kings and queens live in your mountainhome. But that's the penalty for needing to have everyone working all the time.

I have two job classes in Dwarf Therapist that I assign most incoming migrants to: Transportation and Aristocrat. The Aristocrats have no labors whatsoever, and include all incoming families. Their job is to ENJOY LIFE. The transportation specialists have all hauling labors. When I'm bored I go through profiles and select for characteristics. The good dwarves, according to me, become Aristocrats, while the lame dwarves become haulers.

In this regard: do genocided immigrants count as population towards getting to be a metropolis, or megabeasts?
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Migrant Disposal System
« Reply #16 on: December 20, 2010, 11:38:40 pm »

I think only your living population counts.

Also, it takes a lot of people to become a metropolis. I had 160 dwarves and I was still a city.

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Migrant Disposal System
« Reply #17 on: December 21, 2010, 12:12:41 am »

according to init file 100 people should suffice to get the full features :(

damnit. If they changed that and now I need more than 100 there's no way I can reach it in my current rig.

For that matter, it would be nice to have my fortress still siegeable if I decide to kill off 20 useless mouths
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Migrant Disposal System
« Reply #18 on: December 21, 2010, 02:55:32 am »

in your entity_default, find goblins and lower their siege requirements
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

iyaerP

  • Bay Watcher
  • has mandated the production of 3 gold shields.
    • View Profile
Re: Migrant Disposal System
« Reply #19 on: December 21, 2010, 05:56:10 am »

to 8!

:D

for SUPERDWARVENLY CHALLENGING!
Logged
Christ, are you dwarves or are you elves? If you think Hell has too many demons, then youkill them till the population reaches an acceptable number.
Dwarf Fortress: So horrifying the players would rather talk about nice things, like Warhammer 40k.

Dorf3000

  • Bay Watcher
    • View Profile
Re: Migrant Disposal System
« Reply #20 on: December 21, 2010, 07:07:21 am »

I get a kick out of talented strand extractors. This implies they willingly left a fort with a good adamantine industry going...

Perhaps they didn't leave willingly, but at the insistence of burning, flying, ravenous death that devoured all their friends?  That often happens after you set up an adamantine industry.  ;)
Logged
I had a tigerman get elected mayor and he promptly mandated 3 bowls of cereal.

Ovg

  • Bay Watcher
  • ♥ Pretty Princess ♥
    • View Profile
Re: Migrant Disposal System
« Reply #21 on: December 21, 2010, 08:00:11 am »

I always conscript useless ones. Give tough/strong ones mail shirts and send em wave after wave during sieges.
Survivors get to train under my best soldiers and get proper armour and weapons.
Logged

Artzbacher

  • Bay Watcher
    • View Profile
Re: Migrant Disposal System
« Reply #22 on: December 21, 2010, 08:04:29 am »

In my newest fort I'll never allow more than 40 dwarves to live and prosper.

Spoiler (click to show/hide)
The original seven do all the mining as well as their original tasks.

If the third immigration wave presents a better mason than present in any former wave (except wave 1),
the least good mason is killed. I Apply this to all professions, and keep the guys happywith royal bedrooms and gold furniture.
Oh, and the baby cap is set to 0. I regret doing that though, since I consider population cap fiddling cheating. I'll just have to find a baby disposal system.

I check all immigrants in dwarf the rapist. Unwanted ones get their bodies designated to be a part of thr huge mass  grave catacombs I'm building 14 z-levels beneath the surface. Soapmakers etc fall down the retractable bridge and splatter right next to their tombs. An atomsmasher covers the splatter area, so that when the dwarves are buried, their possessions won't drain FPS (if possessions even do that, I'm not sure).

And if anyone sees this, is it possible to bury merchants (elves) or will I have to engrave slabs for them in order to not have them haunt me?
Logged

Ze Spy

  • Bay Watcher
  • I was your beginning - so shall I be...your end.
    • View Profile
Re: Migrant Disposal System
« Reply #23 on: December 21, 2010, 08:43:22 am »

Only dwaves can become ghosts

I normally set all useless migrants to mining and give them the suicidal Mining tasks , anyone that survives the suicide mining gets Promoted to Cannon fodder , And if they survive their Cannon fodder-ing , they get promoted to Millita , and if they survive their Fifth battle , Actual Soldier , Survive their tenth battle , Give them a proper room , Fifteen battle survived , Millita leader , Survive their 20th battle , Squad leader , Survived their twenty-fifth battle , Squad leader of a better squad , Survive a 30th battle or singlehandedly kill off a whole siege , Resignation from Millitary and a "Badass" tied to their name (Millitary Type disposition)

Or , i would Throw useless migrants into The Slave chambers and tell them to churn up as many crafts as possible with minimal food and Only Water , If anyone Survives the mini-Tantrum spiral , Remove them from the chambers and Allow them to Use the fortress's Supplies , If they get legendary , They get to work in Proper Workshops but cannot slack off for more then ten real life minutes , if they do , Another body in the Execution chamber , Once the Masterwork crafts come out of the Workshop in Massive waves , Normal citizens (Economic Type disposition)
Logged

SmileyMan

  • Bay Watcher
    • View Profile
Re: Migrant Disposal System
« Reply #24 on: December 21, 2010, 09:29:02 am »

I find that a ditch and a wall work wonders.  So long as my dwarves inside never meet them, they won't be bothered when they starve, go berserk and murder each other, will they?
Logged
In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Migrant Disposal System
« Reply #25 on: December 21, 2010, 09:51:25 am »

nope.

my favorite: I burrow my original 7. The others build a fort around them, while the original 7 work hard in their gorgeous castle. Did I mention that I like to go to the third cavern layer? with the migrants?

Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Ze Spy

  • Bay Watcher
  • I was your beginning - so shall I be...your end.
    • View Profile
Re: Migrant Disposal System
« Reply #26 on: December 21, 2010, 10:56:58 am »

Go the the third carvern layer with the migrants , kick them in the balls and then watch then fall down a 300z hole?
Logged

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: Migrant Disposal System
« Reply #27 on: December 21, 2010, 11:03:12 am »

nonono, I seek exotic creatures  :D and their meat  :D :D and their syndromes ;D
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

ElthMysterius

  • Bay Watcher
  • Adequate Musician
    • View Profile
Re: Migrant Disposal System
« Reply #28 on: December 21, 2010, 11:19:56 am »

Wow, lots of good ideas there! I can always count on Dwarf Fortress players to talk about the ways they kill dwarves.

my favorite: I burrow my original 7. The others build a fort around them, while the original 7 work hard in their gorgeous castle. Did I mention that I like to go to the third cavern layer? with the migrants?

I've toyed with the idea of having more than one fort ever since burrows came into play. It brings to mind a castle surrounded by a village. Except the castle inhabitants couldn't care less about protecting the villagers. And flooding them in magma.

My problem is that I tend to rely on the surface ressources a bit too much. I mean, why breach the cavern, set up a farm, or make a cistern when you have trees, plants, and a river up above? (Then again, a squad of crossbow goblins managed to surprise about 15 dwarves all piled over each other trying to drink from the river in my last fort..)

I'll try out a few of those tactics. Maybe set the fort up as a penitentiary where the useless are executed and the skilled are drafted in service of the fortress.
Logged
"Strike the earth!"
"A section of the cavern has collapsed"
"Your fortress has crumbled to its end"
Yeah, in the future you probably shouldn't strike the earth quite so hard

Moosey

  • Bay Watcher
  • [moose brute extract]
    • View Profile
Re: Migrant Disposal System
« Reply #29 on: December 21, 2010, 12:09:58 pm »

I find that custom profession names are invaluable for sorting migrants.

I use v-g to look at the abilities of each incoming guy.  If they have a skill that I need, I make sure the skill is actually turned on in v-p-l and then let them pass;  Or, if they have useful military skills, I give them the custom profession name (v-z-y-p) "CannonFodder" so I can find them on the draft list later;  If they're no good for work or combat, they get the custom profession name "Useless".  Once all arrive, all the Uselesses can be easily picked out from the burrow citizen assignment screen to the death device of your choice.
Logged
Backs to the wheel
There's granite to shove
Pages: 1 [2] 3 4