Dwarf Fortress

Dwarf Fortress

Linedriven Dec 12, 2023 @ 5:46pm
i am getting no migrants
my fortress is not rich but not poor 0 people have died and all traders leave with a few gifts and 1000 - 2000 profit, but i did not get any migrants other than 2 in the first year, and i cant find any reason why. can someone help?
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Showing 1-15 of 28 comments
Fel Dec 12, 2023 @ 5:49pm 
Among the traders, is there a dwarven caravan every year in autumn?
It is possible that you are in a place where dwarves can't reach, meaning no caravans or migrants beyond the scripted ones.
Linedriven Dec 12, 2023 @ 6:06pm 
I found out why, you must destroy then rebuild the trade depot
AlP Dec 12, 2023 @ 6:24pm 
Originally posted by Linedriven:
I found out why, you must destroy then rebuild the trade depot
That's not very likely.
Blitz4 Dec 12, 2023 @ 6:30pm 
Originally posted by Linedriven:
but i did not get any migrants other than 2 in the first year, and i cant find any reason why. can someone help?
yes

v0.50.01 and above, the game tab under the settings menu lists a "Population Cap" setting which immediately prevents further immigration once at the desired number.

The number of migrants depends on the created wealth of your fortress and is affected by your dwarves' activities.

After the first two hardcoded waves, migrants will not arrive until the fortress has accumulated enough wealth, which must be reported by visitors such as merchants. A trade does not have to happen.

The two hardcoded waves may not show up for a while if the fort does not start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it were blocked by a siege, or if it is not the first fort in the world.[1]

In rare cases, your civilization may undergo a civil war. If this is the case, no immigrants will join your fort after the two hardcoded waves.

There's more reasons. All found here: https://dwarffortresswiki.org/index.php/Immigration


Wealth created after the caravan leaves has no influence until the next year's caravan leaves. If the caravan fails to make it out, then the fortress' wealth is not reported.


EDIT:
I believe an easy way it to auto-mine gems you find, only the gems. I guess that can be done when the dwarven caravan arrives and make sure it's done before they leave. I don't believe you even need to put the gems in a stockpile, just check if they increase the fortress created wealth. The goto is to use your jewler to cut and add gems to things, both add wealth.

Cool question.
Last edited by Blitz4; Dec 12, 2023 @ 6:36pm
FriendCalledFive Dec 12, 2023 @ 10:38pm 
Anecdotal evidence not based on actual game knowledge but I seem to get more migrants when I start having lots of bedrooms.
AlP Dec 13, 2023 @ 12:43pm 
Originally posted by FriendCalledFive:
Anecdotal evidence not based on actual game knowledge but I seem to get more migrants when I start having lots of bedrooms.
That's also unrelated.

You get migrants when your exported wealth and remaining are high, as reported by the merchants to your civilization.

That means that if you trade away all your stuff to the merchants to buy everything you need, you don't have anything left that you made yourself, and will be seen as poor. So you need to overproduce stuff, and trade only a portion of it.
Drosta Dec 14, 2023 @ 7:48pm 
It's also possible you settled into a civilization that had no sites or population from which to draw migrants from. The game doesn't really tell you about this, IIRC and it can definitely hurt your run if you're new and didn't want that experience on purpose.
Blitz4 Dec 14, 2023 @ 8:13pm 
wiki states that the larger your civilization, the more likely you are to receive experienced migrants. I check the largest civ and don't care if I embark near them.
Tanaka Khan Dec 15, 2023 @ 6:49am 
I received 6 before my first trader even arrived. I'll usually end up sitting on about 20 for a couple of years with no extras then BOOM...they just keep coming.
zeeb Dec 15, 2023 @ 4:09pm 
When you first create your world and your fortress you can select which dwarven civilization you belonged to originally, if you pick a dwarven civilization with just a hundred dwarves or less your migration waves will be much weaker than if you have belonged to a dwarven civilization with a thousand or more.

This coupled with how rich your fortress is and its overall quality such as living areas etc could indeed make it so you get no migrants, because the dwarves from your old civilization just simply don't want to be part of your newly established one. They're content with what they already have and don't feel you can offer them any specific improvements to their daily lives.

This is why individual rooms for dwarves are important, not only for morale, but for migration. Wealth is also equally important, but it has the drawback of attracting enemies. No idea if it increases risk of dragons, but lore wise dragons are drawn to wealth.
Last edited by zeeb; Dec 15, 2023 @ 4:14pm
AlP Dec 15, 2023 @ 4:59pm 
Originally posted by zeeb:
This is why individual rooms for dwarves are important, not only for morale, but for migration. Wealth is also equally important, but it has the drawback of attracting enemies. No idea if it increases risk of dragons, but lore wise dragons are drawn to wealth.
Individual rooms have zero impact on migration. Wealth is what attracts both migrants and megabeasts (after a certain wealth level).
Fel Dec 15, 2023 @ 5:01pm 
I think the reason some people believe bedrooms to have an impact is because they have a very small fort before digging up the individual bedrooms.
That can contribute quite a bit to the wealth of a previously tiny fortress after all.
zeeb Dec 15, 2023 @ 5:13pm 
Originally posted by AlP:
Originally posted by zeeb:
This is why individual rooms for dwarves are important, not only for morale, but for migration. Wealth is also equally important, but it has the drawback of attracting enemies. No idea if it increases risk of dragons, but lore wise dragons are drawn to wealth.
Individual rooms have zero impact on migration. Wealth is what attracts both migrants and megabeasts (after a certain wealth level).
I've had bedrooms dug out for future migrants while I've also accumulated wealth but attracted no migrants for a season or two before I realized I didn't change the starting civilization which only had about 100 dwarves in total.
Blitz4 Dec 16, 2023 @ 5:04pm 
Originally posted by zeeb:
When you first create your world and your fortress you can select which dwarven civilization you belonged to originally, if you pick a dwarven civilization with just a hundred dwarves or less your migration waves will be much weaker than if you have belonged to a dwarven civilization with a thousand or more.
Is that in the wiki?
vortex_13 Dec 16, 2023 @ 7:27pm 
Probably picked a dead dwarven civilization with either none or very little population.
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Date Posted: Dec 12, 2023 @ 5:46pm
Posts: 28