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Author Topic: Migrant Disposal System  (Read 3377 times)

ElthMysterius

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Migrant Disposal System
« on: December 20, 2010, 03:29:11 pm »

I just flooded my 120 dwarf fort out of boredom. The sheer amount of migrants I've been getting ( over 20 per wave! ) just made the fort cluttered and boring, which is a shame because it was a pretty nice site ( middle of a canyon, magma pipe in the first cavern layer.. ).

To avoid any such incidents in the future, what are the best guidelines when it comes to choosing which migrants to keep when you're not working on a megaproject?

What are you favourite ways to dispose of unwanted migrants?
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twilightdusk

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Re: Migrant Disposal System
« Reply #1 on: December 20, 2010, 03:36:19 pm »

Burrow with a meeting area underneath a dwarven atom smasher tends to work pretty well. I'm in a habit of using Dwarf Therapist which lets me check all the skills incoming migrants have, I'm not too picky when my fort's starting up, but once I have the essentials covered and plenty of haulers, I tend to get rid of the ones that are useless to me in my current embark (Potash makers if I'm not dedicated to farming, Fisherdwarves when I don't have any fishable water sources, cheese makers...always.)
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AngleWyrm

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Re: Migrant Disposal System
« Reply #2 on: December 20, 2010, 03:44:54 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.
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Dr_Pylons

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Re: Migrant Disposal System
« Reply #3 on: December 20, 2010, 04:07:44 pm »

Burrow with a meeting area underneath a dwarven atom smasher tends to work pretty well. I'm in a habit of using Dwarf Therapist which lets me check all the skills incoming migrants have, I'm not too picky when my fort's starting up, but once I have the essentials covered and plenty of haulers, I tend to get rid of the ones that are useless to me in my current embark (Potash makers if I'm not dedicated to farming, Fisherdwarves when I don't have any fishable water sources, cheese makers...always.)

This is what I do, except I lock all doors to the fort and have a meeting area instead of a burrow, but it doesn't always work exactly how I want it to work. I might start using burrows now. However, I make sure that I put my "Migrant Welcome Center" area far away from my fort or meeting hall so that ghosts aren't fumbling around amongst my business, just in case one of them is murderous or whatever.
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twilightdusk

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Re: Migrant Disposal System
« Reply #4 on: December 20, 2010, 04:10:12 pm »

I make sure that I put my "Migrant Welcome Center" area far away from my fort or meeting hall so that ghosts aren't fumbling around amongst my business, just in case one of them is murderous or whatever.

Eh, creating and engraving slabs is good practice for masons/engravers, and it gives Urist McCheesemaker something to look at before that ominous bridge comes crashing down on him.
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youdont12know

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Re: Migrant Disposal System
« Reply #5 on: December 20, 2010, 05:04:40 pm »

I just submerged my fort too, and was wondering, is there any way to explore in adventure mode/reclaim it? A bit off topic, but I didn't want too make a third thread in two days.
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Fishbulb

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Re: Migrant Disposal System
« Reply #6 on: December 20, 2010, 05:19:17 pm »

My unskilled migrants get assigned to the danger room burrow.

After a season, the ones who are still able-bodied get a commission and a set of armor.
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MythagoWoods

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Re: Migrant Disposal System
« Reply #7 on: December 20, 2010, 05:25:12 pm »

All Migrants report directly to my Militia commander.  At the sight of the next ambush, siege, or FB they are on the frontlines... with no armor and no weapon.  Satisfies my bloodlust, gets the survivors some experience, and gives my ACTUAL military time to arrive.
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Jacob/Lee

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Re: Migrant Disposal System
« Reply #8 on: December 20, 2010, 07:32:16 pm »

Huh, I need to try that. But of course I'm not completely insane so the migrants will be armed with a steel shield and a steel short sword. I've had 6 blast furnaces running full force for years trying to get enough steel to forge 40 suits of armor, shields and weapons. I have enough left over steel to arm a few thousand dwarves at the least.

Dingledodie

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Re: Migrant Disposal System
« Reply #9 on: December 20, 2010, 09:18:54 pm »

I take migrants that are useless and train them by making something useless.

If I have too many already, I simply do not  lower the drawbridge.
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Fedor

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Re: Migrant Disposal System
« Reply #10 on: December 20, 2010, 09:51:33 pm »

Is there anyone here who actually investigates migrants for preferences or attributes?  Every single dwarf who comes to work in my forts gets a look-see, because I like having the best dwarf for the job and am willing to invest time to train up skills.  Even if I were intending to kill off excess dwarves, I sure would make sure I offed the idiots and not Urist McHugePotential.
« Last Edit: December 20, 2010, 09:55:22 pm by Fedor »
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Fishbulb

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Re: Migrant Disposal System
« Reply #11 on: December 20, 2010, 10:52:28 pm »

Attributes, yes. Preferences, generally no. Which bites me in the butt every time. My current baron likes bismuth, for chrissakes. The jails are crowded.
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Savolainen5

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Re: Migrant Disposal System
« Reply #12 on: December 20, 2010, 10:55:52 pm »

I always examine migrants for military-esque attributes, and sometimes will even deny a skilled dwarf who's "unquestionably weak, flimsy, slow to tire, and slow to heal".  (Guess I should get in the habit of attribute training)

And I ALWAYS find a dwarf whose mandates I can fulfill before I designate him/her as baron.
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Max White

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Re: Migrant Disposal System
« Reply #13 on: December 20, 2010, 10:56:36 pm »

I once had a baron that liked iron. So happy I was, that I could quickly and easily forfill hes demands.

He asked for an iron bed...


But anyway! Starting up new industrys is always fun! And after all, There are food/booze, metal, cloth, leather, bone, wood and goblin merkets to name a few, so always something new to start up.

abadidea

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Re: Migrant Disposal System
« Reply #14 on: December 20, 2010, 11:03:06 pm »

Is there anyone here who actually investigates migrants for preferences or attributes?  Every single dwarf who comes to work in my forts gets a look-see, because I like having the best dwarf for the job and am willing to invest time to train up skills.  Even if I were intending to kill off excess dwarves, I sure would make sure I offed the idiots and not Urist McHugePotential.

Yes, I always check the skills of incoming dwarves and double-check that their good ones are enabled (they're often not), at least until I already have a few people good at everything I do. I get a kick out of talented strand extractors. This implies they willingly left a fort with a good adamantine industry going...

Unfortunately, the in-game interface for examining dwarves simply does NOT scale. I am on Linux so I'm pretty sure Therapist isn't available to me.
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