Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Mimodo on October 21, 2014, 04:05:53 am

Title: Dwarven Marriage Science
Post by: Mimodo on October 21, 2014, 04:05:53 am
With the addition of orientation in the recent versions of Dwarf Fortress, the process of creating babies to populate the fortress in the future has become much more difficult than previously.

This is a thread devoted to finding out the exact science behind what will cause a dwarf to marry or not, how to encourage or discourage such events, and all things reproduction related.

There has been some science undertaken on this, however, much more is needed to be done. Tacomagic has been a key contributor to this cause, although I'm certain there have been other people who have put forth valuable information.

What we know so far:

Note: I'll update this as new information comes to light, and when I get home and can find previously discovered conclusions and hypotheses.

- only heterosexual marriages can produce offspring
- once married, so long as the related population cap hasn't been reached (strict pop cap?), a baby will pop out each year (is the availability of beds a factor here?)
- marriage relationships much progress through the stages: friend -> lover -> husband/wife
- a dwarf can be heterosexual, homosexual, or asexual
- dwarves can be uninterested in marriage, but still form "lover" relationships
- homosexual dwarves can be involved in heterosexual relationships
- personality traits has a significant effect on whether a dwarf will form positive relationships, including marrige
- mood has a significant effect on the formation of relationships
- idle time is required for relationships to form, although parties are not

There's still a lot to discover on this topic, which will hopefully assist in any dwarven breeding programs people create, and if anyone has questions, theories, or contributions, post them here
Title: Re: Dwarven Marriage Science
Post by: Ravendarksky on October 21, 2014, 05:30:32 am
I found that if you dump 200 or so booze and food into a small room and then trap all your dwarfs in there then they will quickly form friend/lover/marriage relationships.

I was doing a 7 dwarfs only embark and no children were born in the first 13 years because I had all the dwarfs working very efficiently in different areas with separate break rooms.

Within 1 year of trapping everyone all together for 2-3 months we had 3 babies.
Title: Re: Dwarven Marriage Science
Post by: Tacomagic on October 21, 2014, 08:09:56 am
I found that if you dump 200 or so booze and food into a small room and then trap all your dwarfs in there then they will quickly form friend/lover/marriage relationships.

I was doing a 7 dwarfs only embark and no children were born in the first 13 years because I had all the dwarfs working very efficiently in different areas with separate break rooms.

Within 1 year of trapping everyone all together for 2-3 months we had 3 babies.

I noticed something similar.  Keeping your meeting areas sized to roughly the same number of squares as the idle popultion increased the speed at which they formed relationships.  The theory behind that is that a dwarf must be adjacent another dwarf for them to talk, so forcing them together into tight groups increases the interractions; possibly allowing 1 dwarf to talk to many others all at the same time.
Title: Re: Dwarven Marriage Science
Post by: Dirst on October 21, 2014, 11:22:53 am
- a dwarf can be heterosexual, homosexual, or asexual
- dwarves can be uninterested in marriage, but still form "lover" relationships
- homosexual dwarves can be involved in heterosexual relationships
Dwarves have a chance of being disinterested, interested in lovers, or interested in marriage with each gender.  The probabilities are different for own-gender and opposite-gender, but the rolls are independent of one another.

So, you can get a bisexual dwarf interested in taking own-gender as a lover and marrying one of the opposite gender.  Whichever happens first will be the Dwarf's permanent relationship.  (The opposite is also true, but less likely... that the Dwarf might take an opposite-gender lover but be interested in marrying own-gender.)
Title: Re: Dwarven Marriage Science
Post by: Nikow on October 21, 2014, 12:15:51 pm
Sadly, this did not work for me, how can i check my dwarfes preferences without using DFHack? I have small rooms, like 5x5 well room, dinning hall 5x10,  statue room with only 10 wallkable tiles (one statue on middle, and all around walls). At the moment i have 20 dwarves, only one courple of migrants is married (they came maried), no babies, only one child (he migrated here).
Title: Re: Dwarven Marriage Science
Post by: Tacomagic on October 21, 2014, 12:58:07 pm
Sadly, this did not work for me, how can i check my dwarfes preferences without using DFHack? I have small rooms, like 5x5 well room, dinning hall 5x10,  statue room with only 10 wallkable tiles (one statue on middle, and all around walls). At the moment i have 20 dwarves, only one courple of migrants is married (they came maried), no babies, only one child (he migrated here).

Couple of things to note here: the statue in the middle is going to hinder relationship formation because it bottlenecks how many dwarves can be ajacent at any one time.  Better off to build it in a corner and extend the zone out into the room; this allows maximum dwarf overlap.

Further, using multiple rooms spreads out the idle dwarves (assuming all 3 you mentioned were set up as meeting areas), which further limits the number of conversations taking place.  Optimal setup is with only a single, small area to idle.  With 3 areas like that, you're splitting your idle population 3 ways.

Also, how much idle time are you allowing?  I noticed that relationships form faster when dwarves are given moderate labor rather than being allowed to fully idle or being kept fully busy.  My guess is that the conversation timer is checked/reset each time they start to idle, and then only infrequently while idling.  Fully idle and fully busy dwarves made relationships much, much more slowly than dwarves who only idled about half the time.

There is no way to check the realtionship and marriage flags without third party tools.  Therapist has a somewhat general way to check them, but DFHack is really the only way to get the precise flags.
Title: Re: Dwarven Marriage Science
Post by: Urist McVoyager on October 22, 2014, 12:03:18 am
Also, you're running 20 dwarves but your spaces are all a good bit larger than 20 spaces (other than the statue garden). You need your rooms to be 4x5 at most.
Title: Re: Dwarven Marriage Science
Post by: YHVH on October 22, 2014, 09:59:21 pm
Well, time to kill the dwarves that won't marry  :D
Title: Re: Dwarven Marriage Science
Post by: Ravendarksky on October 23, 2014, 03:12:28 am
I now set-up dining halls to maximise dwarf interaction. I find this to be the best layout:

Table,Chair,Chair,Table
Table,Chair,Chair,Table
Table,Chair,Chair,Table
Table,Chair,Chair,Table
Table,Chair,Chair,Table

etc. This gives each dwarf a chance at 5 interactions unless they sit on the edge where the chance is 3. I will create a setup like this for 20 dwarfs with walls all around it. Statues and artefacts can replace parts of the wall to try and encourage in more idle dwarfs. Note that I intentionality deprive my dwarfs of a table/chair each to encourage them to bunch up as much as possible.

I've not done the science into what happens if dwarfs share tables. If you don't need one table per chair then there is room for a LOT of improvement on this.

I've also setup a series of "social traps" where dwarfs are trapped in pits with exits hooked up to a timing belt. This forces the dwarfs to interact for a set period of time on a 1x1 tile. You can set up some tunnels over multiple z levels to link the social traps to various dwarfs bedrooms to increase social interaction of certain dwarfs. Basically my leader gets intentionally dropped down there a lot which is useful to actually train his social skills (does anyone else find their leader never increases social skills?).

This table design becomes more efficient over larger rooms in theory, but in reality more dwarfs end up sitting alone so you want to limit the size of the room. There is probably a good equation between average distance between all possible spaces, number of dwarfs and number of possible interactions but I'm not going to take it to that level :P

(http://i.imgur.com/gt5Bs8X.png)
Title: Re: Dwarven Marriage Science
Post by: Sus on October 23, 2014, 05:13:14 am
I found that if you dump 200 or so booze and food into a small room and then trap all your dwarfs in there then they will quickly form friend/lover/marriage relationships.
Works for humans, too.
Title: Re: Dwarven Marriage Science
Post by: taptap on November 17, 2014, 05:05:14 am
I would like to see more of this thread incl. architectural solutions and more about skill (conversationalist)/attribute (empathy) gain. I made a 11-month experiment in my fortress, simulating the fortress being taken over by "Mebzuth's Science of Happy" cult winding down all other activity, focus on the meeting area and finally retreat into a smallish bunker - meeting area size 12 with 24 dwarves (with locked lead doors) and small adjacent stockpiles and dormitory. I creeped out (deconstructing the depot and let the traders linger around outside in the evil rain wasn't the best idea) for now and broke off the experiment. But Mebzuth's Science of Happy has scored a great success (no marriages yet, but more talking than ever, but still <50xp per month, a few new relations, long estranged couples feeling tenderness again) and has taken hold as the official religion.
Title: Re: Dwarven Marriage Science
Post by: KingofstarrySkies on November 17, 2014, 05:08:42 am
Bay12, where we do research on how babby is formed with dwarves by locking them in rooms and doing god-knows what else.
Title: Re: Dwarven Marriage Science
Post by: taptap on November 17, 2014, 05:10:26 am
Bay12, where we do research on how babby is formed with dwarves by locking them in rooms and doing god-knows what else.

The future of dwarvenkind is at stake.
Title: Re: Dwarven Marriage Science
Post by: SharpKris on November 17, 2014, 05:31:26 am
ptw
Title: Re: Dwarven Marriage Science
Post by: King Kravoka on November 17, 2014, 08:01:57 am
The data isn't complete until we use genderbending on gay marriages to see if they will still love each other, same for hetero marriages.
Title: Re: Dwarven Marriage Science
Post by: smeeprocket on November 17, 2014, 08:50:13 am
 including transgender dwarves would be pretty awesome, I have to admit.
Title: Re: Dwarven Marriage Science
Post by: Badger Storm on November 17, 2014, 02:41:51 pm
I'd like to see same-sex couples adopt orphaned children.  I don't think Urist McDeadParents is going to mind having two daddies as long as he is taken care of. 
Title: Re: Dwarven Marriage Science
Post by: Tacomagic on November 17, 2014, 02:52:40 pm
I'd like to see same-sex couples adopt orphaned children.  I don't think Urist McDeadParents is going to mind having two daddies as long as he is taken care of.

I'd love to see that too.  However I think that would require adoption in fortress mode to be a thing first.  Regardless, it's something that really is missing and would be awesome to see added.
Title: Re: Dwarven Marriage Science
Post by: taptap on November 17, 2014, 02:56:13 pm
Mebzuth's Science of Happy*

While Ozornil has seen three couples out of the original seven, these six dwarves all alive 15 years later, the date of the experiment, socially it was a dead place. No children, little love and even an astonishing lack of smalltalk. Expedition leader Mebzuth Bakustled has now developed the „Science of Happy“ to reconquer the future of dwarvendom. In his successful work as relationship counsellor Mebzuth managed to greatly reduce stress levels in Ozornil. During these demanding times involving a lot of yelling and crying Mebzuth developed the core tenets of what is now known as the Science of Happy (MSH).

MSH will develop dwarves to their full potential in four stages.
1) Be happy.
2) Talk a lot.
3) Make friends.
4) Live family life as in days of old.

While successfully implementing the first stage by removal of stressors, adding a waterfall to the barracks and general appreciation for the work they had done in the last 15 years, Mebzuth had trouble to bring the inhabitants to talk. [Original dwarves had average monthly conversationalist xp gain of less than 3 xp w/ most of them around 450, later dwarves had equally low gains but arrived with some skill.] So he devised the first happy experiment.

Log of the first happy experiment (focus is conversationalist xp, measured with DwarfTherapist in 40.14):

Participants: 24 dwarves, in other words everyone in Ozornil, results reported only for the six remaining founders unless stated otherwise (better to track via DT when <1000 xp)

23 Galena 44 to 1 Sandstone 44:
Activity: Preparation of the experiment, preparing new clothing for everyone, slaughter of most animals, caravan arrival, quite a busy time, comparable to pre-experiment times.
Results: Skill gain 2.5. (Suitably close to long term average of 2.64 per month.)

1 Sandstone 44 to 2 Timber 44:
Activity: More preparation, livestock reduced to a few dralthas, cave swallows and cave crawlers in manageable number, last harvest, closing swimming school and militia training.
Results: Skill gain 3.

2 Timber 44 to 1 Moonstone 44
Activity: Most activities phase out. Some brewing, vermin catching still going on. Deconstructing the trade depot. Walling off from outside – only path in the fortress is through the automatic building destroyer traps. Locking alternative meeting areas.
Results: Skill gain 15.

1 Moonstone 44 to 1 Opal 44
Activity: Normal activities phased out. Making and placement of statues to limit free squares in dining hall (only 10 tables and chairs + entrances free). Much more proximity between dwarves after placement.
Results: Skill gain 9.7. As the six monitored dwarves include the mason and the potter (stoneware statues) this may be biased. A control group shows increased skill gain this month.

1 Opal 44 to 1 Obsidian 44
Activity: Party.
Results: Skill gain 14.7. Significance unclear giving results from timber.

1 Obsidian 44 to 1 Granite 45
Activity: Scientific results have shown dwarves are shy, they build more contact by rubbing shoulders and backs not by looking at each other. Rearrangement of tables and chairs according to these principles.
Results: Skill gain 11.3. Dwarves spread more over the dining hall, but even before a lot of sitting or dancing on tables was going on since the placement of statues. The rearrangement and temporary lack of chairs and tables may have kept dwarves from partying for a while.

1 Granite 45 to 1 Slate 45
Activity: Party.
Results: Skill gain 15.3. Highest skill gain so far.

1 Slate 45 to 1 Felsite 45
Activity: Party. Some messing around with assigning overlapping rooms to allow multiple parties.
Results: Skill gain 24.5. Highest so far.

1 Felsite 45 to 1 Hematite 45
Activity: When rubbing shoulders helps, why not move a little closer. Preparing the happy bunker (2 weeks heavy activity) incl. 6 chair/6 table dining hall in shoulder/back socialising theory, 5 bed dormitory, stockpile. Two weeks bunker happiness with locked lead doors.
Results: Skill gain 21.5. Almost as high as the best month so far.

1 Hematite 45 to 1 Malachite 45
Activity: Happiness in the bunker.
Results: Skill gain 38.2. As earlier many new friendships, 2 new romantic relations.

1 Malachite 45 to end of Malachite 45 (end of experiment)
Activity: Opening the happy bunker. Re-embracing the world. Bunker dining hall remains as fortress dining hall. A few necessary works (vermin catching, trade depot building).
Results: Skill gain 18.3.

Results: Monitored dwarves gained on average 174 skill points during the experiment, the total average was 170 skill points. Empathy gains were really low 1-4 points, 2 points in most dwarves. This is still abysmally slow (training from novice to proficient would require 100 month happy bunker assuming an optimistic skill gain of 40 per month) compared to times before the spread of elvish social theories unsuited for dwarves who only ever love once and are not immortal. (I suspect goblins got infiltrated by elves as well, why else would they never come to challenge use here close to their main fortress?) Still, there is a glimmer of hope.

Comment: I originally was interested because I intended to cross-train empathy (via social skills), I became worried about the extinction of dwarves only later. Conversationalist is a good enough stand-in for social activity / social skills in general and unlike relationships it can be quantified. I am far from sure the table-chair rearrangement helped that much. Small enough dining halls will have dwarves on tables all the time. Not clear whether the main benefit in the bunker was the even smaller meeting area or the restriction on bedrooms. I am also aware that the results are hardly novelties, but I had to test it myself.

Future plans: I am building honeymoon suites now. (Preemptively, because I am going to lock romantically involved couples into them to see what happens.) Other ideas: Test of normal bedrooms (individual 2x3 in my case) versus dormitory. Furniture deprivation to combat the excessive pleasure and interest in furniture at the detriment of fellow dwarves.

* Hope this is a sufficiently creepy name, while not actually the name of a cult existing irl.

P.S. I believe arranged marriages not catering to modern identity politics would be more suitable to a quasi-medieval fantasy setting.
Title: Re: Dwarven Marriage Science
Post by: smeeprocket on November 17, 2014, 04:22:02 pm
the only downside of same sex parents is that is one more future bad thought when goblins pulp them. If they were just orphaned once, but more than once would suck. I don't like my dwarves having relationships. They get unhappy so easily lately.

On the upside, maybe the couples would adopt any number of the wandering babies I get when I send mothers into battle.
Title: Re: Dwarven Marriage Science
Post by: Zorromorph on November 18, 2014, 12:07:22 am
Thanks very much for your contributions taptap.  I had read rumors here and there that marriages were basically impossible in recent versions(scary since I'm doing a generational fort). 
Title: Re: Dwarven Marriage Science
Post by: taptap on December 22, 2014, 11:52:51 am
Leave that here: https://www.reddit.com/r/dwarffortress/comments/2pwmjw/help_my_dwarves_wont_make_babies/
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 22, 2014, 01:32:55 pm
This may be a daft question, but why do you want lots of babies? Migrants, though many are unfairly cruel to them, largely arrive ready to work. The only time I can imagine taking a Ceausescu-style approach to dwarf breeding is if all other dwarves are dead and there are no migrants.

Personally I keep child cap at 1/10th of population and mostly rely to migrants to raise my fort population. Babies are supported, but not encouraged.

Why would you send mothers into battle, unless everyone is needed to fight? I only ever had 1 stray baby after a web collecting mother was killed by a giant cave spider, and it should really have been available for adoption.
Title: Re: Dwarven Marriage Science
Post by: taptap on December 22, 2014, 02:25:39 pm
This may be a daft question, but why do you want lots of babies? Migrants, though many are unfairly cruel to them, largely arrive ready to work. The only time I can imagine taking a Ceausescu-style approach to dwarf breeding is if all other dwarves are dead and there are no migrants.

Marriages don't happen by itself anymore and very few people report successful marriages in the fortress (as opposed to migrating couples) and even that only after drastic measures. People who take an interest in this often play generational forts or with pop cap or extinct dwarf civ, the rest only drops by to say how children are useless because they don't grow up before they pull the self-destruction lever or fps grinds the fort to a standstill.
Title: Re: Dwarven Marriage Science
Post by: Loud Whispers on December 22, 2014, 02:42:50 pm
This may be a daft question, but why do you want lots of babies? Migrants, though many are unfairly cruel to them, largely arrive ready to work. The only time I can imagine taking a Ceausescu-style approach to dwarf breeding is if all other dwarves are dead and there are no migrants.
You just answered the question. A Fort under continuous siege, a Fort so renown for its death that migrants bypass it, a Fort that has exhausted its supplies of migrants or whose civilization is dead and a Fort that is in to survive for the longterm must secure a future for Dwarf children to grow up into healthy kidney wrecking Dorf adults. Of particular relevance is the Fort which has lost a large proportion of its adult population in some terrible calamity that it must maximize the number of viable offspring it gets from what available couples it can form.
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 22, 2014, 02:44:23 pm
If a fort gets migrants, those will usually have married couples which produce babies.

Would fps grind a fort to a standstill if population was capped and animal numbers were kept at sensible levels?
Title: Re: Dwarven Marriage Science
Post by: Loud Whispers on December 22, 2014, 06:39:54 pm
If a fort gets migrants, those will usually have married couples which produce babies.
Yeah, if it gets migrants. As said before, there are many situations where a Fort will not get migrants or it will have had a large number of its couples widowed or its adult population decimated.
Spoiler (click to show/hide)
Somewhat neat, a graph charting one of my all-military Fort's population. After a first few years of migrants causing the initial population spike (and the initial baby boom caused by immigrating married couples) it's been reliant on native-born children to replace all the Dwarves lost through attrition ever since. The rate of children born has also decreased with the widowing of many of those migrant couples who contributed to the original baby boom. As for the worth of children themselves, probably the best thing about children is that they're blank slates, the only labour-related skills they can gain are mood skills or farming skills. Providing they don't mood as children they're a reliable source of peasants who you can give novice armour/weaponsmithing and so vastly increase your chances of getting artifact armours and weapons.
Also a Dwarven child born in your Fort will almost certainly never live to die of old age, which is always a bonus. It's annoying to see your all legendary meltalsmiths or elite soldiers die of old age after you've invested so much in them. Thematically there is also something much more fun and challenging in trying to make a Fort sustainable for generation after generation instead of relying on migrants, most Forts aren't built to survive decades - a Fort that relies on children by necessity has to. There's always a special moment in my eyes when an old veteran dies and his armour and weapon passes down to the next generation, his profession and name carried on by his children, his efforts ensured by these adolescent Dwarves who didn't just adopt the Fortress - they were born in it.

Would fps grind a fort to a standstill if population was capped and animal numbers were kept at sensible levels?
If you kept item production to a minimum, probably no.
Title: Re: Dwarven Marriage Science
Post by: pisskop on December 22, 2014, 07:26:26 pm
I thought marriage in the fort didn't happen?  I just had a baby from my S7.  They got married when I wasn't looking.  Im actually stoked, considering I need hands
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 22, 2014, 07:31:39 pm
Item numbers can usually be kept down by trading and atom smashing. However, old clothes tend to pile up and I can rarely find them to dump or trade them. How do you usually deal with this?

If the fort gets even a few married couples of dwarves in a migrant wave, they will produce enough offspring to ensure the survival of the next generation. I always design sustainable forts, but a fort can easily become sustainable after receiving good breeders in a migrant wave.

The only time I can imagine trying to get marriages being worthwhile is if the fort has received no married migrants.
Title: Re: Dwarven Marriage Science
Post by: Loud Whispers on December 22, 2014, 07:57:01 pm
Item numbers can usually be kept down by trading and atom smashing. However, old clothes tend to pile up and I can rarely find them to dump or trade them. How do you usually deal with this?
In the depot search for items that start with 'x' and 'xX.' You'll end up with a list of all tattered clothing, mangled furniture and ibex leather clothing.

If the fort gets even a few married couples of dwarves in a migrant wave, they will produce enough offspring to ensure the survival of the next generation.
I always design sustainable forts, but a fort can easily become sustainable after receiving good breeders in a migrant wave.
The only time I can imagine trying to get marriages being worthwhile is if the fort has received no married migrants.
You need to keep at least around 20 couples alive to sustain a Fort's generation in the high-100s, especially taking into account Dwarf mortality rates and Dwarf child mortality rates (naturally, many will not make it past the 12 year mark). You also have to take into account Dwarf couples separated by death and insanity, of which a Dwarf Fortress will never be in short supply. There also comes the issue of making a 3rd generation when the time comes and the 1st gen is all dead and migrants are nonexistent. This is especially prudent after great calamity has wiped out much of the Fort's population. Flooding the Fort and finding an angry metal FB comes to mind.
And those artifacts! Priceless!

One thing I am looking at is if native teenage Dwarven soldiers are more valuable as new recruits than migrant recruits. Dwarf teenagers will have lived through 12 years of tragedy (if not they'd already be dead) whereas a migrant recruit will be experiencing what the Dwarf teenager had been experiencing since it was 2 years old. One would be well enameled to the effects of horror and tragedy, another entirely new to it.
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 22, 2014, 08:12:26 pm
Maybe I should raise my child cap a little. Still, I never had many problems making a huge population bulge in forts, though that world had dwarf civilisations still alive so it is not really the same, and it was in a past version where breeding may have been faster. Casualties among children were actually quite low since they did not do dangerous jobs - they only really died in tantrum spirals, and even then tended to disproportionately survive since the fortress guard could stop them more easily.
Title: Re: Dwarven Marriage Science
Post by: utunnels on December 22, 2014, 08:16:48 pm
I locked two lovers and all their pets in the same room with a table, a chair, a bed, a barrel of wine, a barrel of roasts and some furnitures.
All they did were admiring all the furnitures and the door and the owner of the room felt proud of having his own fine bed.
 ::)
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 22, 2014, 08:20:29 pm
They must have been very anti commitment. I think dwarves who are lovers should be more likely to marry, since all dwarven babies must be legitimate and there is a strong drive to reproduce given the death rate of dwarves.
Title: Re: Dwarven Marriage Science
Post by: Broseph Stalin on December 22, 2014, 08:26:15 pm
I locked two lovers and all their pets in the same room with a table, a chair, a bed, a barrel of wine, a barrel of roasts and some furnitures.
All they did were admiring all the furnitures and the door and the owner of the room felt proud of having his own fine bed.
 ::)
There's something like a 20% chance that a dwarf will go to lover but won't marry.
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 22, 2014, 08:29:34 pm
...and this chance should really be much lower given dwarven culture.
Title: Re: Dwarven Marriage Science
Post by: Loud Whispers on December 22, 2014, 08:42:33 pm
Maybe I should raise my child cap a little. Still, I never had many problems making a huge population bulge in forts, though that world had dwarf civilisations still alive so it is not really the same, and it was in a past version where breeding may have been faster. Casualties among children were actually quite low since they did not do dangerous jobs - they only really died in tantrum spirals, and even then tended to disproportionately survive since the fortress guard could stop them more easily.
It's less about making huge population booms, it's more about making a sustainable population. This is very much a focus for a long lasting Fort as this is the kind of Fort in which high casualty rates will dissuade migrants from entering your hellhole (if you haven't had this happen yet, they literally refuse to go your outpost if too many Dwarves have died) or in which children are already the mainstay of your Fort and you're thinking 12 years ahead. The Fort in which children are the mainstay of mine is one in which there has been continuous siege for over 2 decades so replenishment by migrants is physically impossible, it's on the extreme end of reasons why to have children - necessity. As the smallest around, being the first to rush to deconstruction jobs (and any subsequent accidents from cave ins) and the only Dwarves that cannot wear armour or receive formal military training can mean they end up in serious trouble, especially if they follow their parents around to potentially dangerous places.
Though you're right, usually they're perfectly safe from snatchers and other predators if they're burrowed in a daycare centre or the Fort's heart. I'm keeping all the 2nd gen Dwarves unmarried so that when the 1st gen die I can pair up the survivors to make the 3rd gen. So far it seems a pair to a bedroom with booze and dinner is the definitive method and all round best; small dining rooms produce many relations between Dwarves and runs the risk of setting up the Fort for a perfect tantrum spiral whereas keeping the relationships between the couple in question and keeping meeting areas/dining halls large guarantees a minimal Dwarven relationships to baby rearing ratio.
Title: Re: Dwarven Marriage Science
Post by: taptap on December 23, 2014, 04:08:20 am
I have the same experience as utunnels, no interaction at all when I put two lovers in a honeymoon suite and these are dwarves that did interact before (that is how they became lovers and did occasionally afterwards). As I have trouble to get a single marriage despite many relations (probably 10 couples in 24 dwarves) I doubt commitment is the only issue. Did you really - in a recent version of DF after emotion rewrite - just lock in a prospective couple and they eventually married?
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 23, 2014, 05:43:22 am
I usually turn off deconstruct jobs for children on DT and just leave them running around the fort, also in aboveground areas to stop cave adaptation.
Title: Re: Dwarven Marriage Science
Post by: Gigaz on December 23, 2014, 06:42:17 am
Has anybody experience with arranged marriages for dwarfs?

Dwarfs won't consider someone for marriage who is widowed, married, in love, wrong age, wrong gender/orientation or too closely related. This often leaves only 2-3 possible matches for a dwarf. Their chances to meet are slim.
I tried hand-picking suitable matches and locking them together, but only one out of four made it to the lover state. That was in DF 2012, and perhaps the honeymoon hotel was not designed very well...
Title: Re: Dwarven Marriage Science
Post by: Urist Tilaturist on December 23, 2014, 08:37:50 am
Dwarves remarrying some time after the death of a partner would be a good addition. In the past, widows and widowers usually remarried fairly quickly since the whole family often needed to work together to survive. It would also make dwarf breeding far less frustrating.
Title: Re: Dwarven Marriage Science
Post by: Badger Storm on December 23, 2014, 08:40:30 am
Speaking of marriage, I got quite the shock this morning.  In a wave of immigrants, I got a married miner who was in her eighties.

Her husband?  Fifty-three years old.

For some reason, I just keep attracting all the weird families.
Title: Re: Dwarven Marriage Science
Post by: pisskop on December 23, 2014, 09:58:08 am
Was she widowedand then remarried?  In worldgen, at least, they do that.
Title: Re: Dwarven Marriage Science
Post by: taptap on December 23, 2014, 04:07:41 pm
"I've also setup a series of "social traps" where dwarfs are trapped in pits with exits hooked up to a timing belt. This forces the dwarfs to interact for a set period of time on a 1x1 tile. You can set up some tunnels over multiple z levels to link the social traps to various dwarfs bedrooms to increase social interaction of certain dwarfs. Basically my leader gets intentionally dropped down there a lot which is useful to actually train his social skills (does anyone else find their leader never increases social skills?)."

More information on your social traps ravendarksky?
Title: Re: Dwarven Marriage Science
Post by: taptap on February 06, 2015, 03:49:52 am
At the tender age of 105 and 96 two of my starting dwarves finally married, in the 32nd year of Ozornil. (Fort was originally in 40.14, later updated to 40.19) Weirdly this feels like an achievement these days.

Didn't do anything similar to the bunker experiment again, but I kept the redesigned areas, had a massive reduction of available social space and later even the barracks in the same room with increasing idleness for years. + During the last decade a social trap (as small statue garden in a 1-tile wide dead end). At the moment of marriage the dwarves were standing in their adjacent rooms watching each other through a window.

Since I run with very low population cap of 24 earlier, 32 now, I may have lacked some "critical mass" for socialising. The married dwarves were romantically involved for over 30 years and also are the starting dwarves with highest skill gains in conversationalist (now skilled), although the bridegroom is also the grumpiest of my dwarves (dour as a rule) and was a long-term patient of the local stress reduction program.

P.S. A few month later the second marriage, the duchess and the duchess consort. (Interestingly just before both marriages I had freed all social rooms, only meeting hall is active.)
Title: Re: Dwarven Marriage Science
Post by: Larix on February 06, 2015, 05:15:18 am
Those are good, although not exactly encouraging news. While it seems to verify that marriage takes _very_ long to happen, at least it can happen at all.

In my tentative real-wagon tests, dwarfs could be stuck for a whole year pretty much in one big pile and would maybe talk to one other dwarf once a week. They might have gotten more socialising in at the start (with _fewer_ dwarfs) while switching between jobs and idling and less while being cooped up completely idle.  Socialising is atrociously slow since the emotion rewrite, but i didn't feel like spending much time working out which constellation was less atrocious.

If attributes/skills play a role for socialising speed/intensity, giving all dwarfs military training (which boosts a few soul attributes) may or may not help. Who knows, perhaps observer skill is beneficial - maybe dwarfs need some mad skillz to realise the misshapen smelly heap of old rags, vomit, grime and tangled hair in the corner of the dining room is a fellow dwarf and potential romantic partner?
Title: Re: Dwarven Marriage Science
Post by: Loci on February 11, 2015, 04:25:32 pm
Counter to the experiences expressed above, I found marriage arranging relatively quick, though complicated.

First, a little backstory: I unknowingly embarked from an entirely extinct civilization. Once I realized that no more migrants would be arriving (ever!), I started looking at ways to sustain my fortress long-term. Unfortunately my two hard-coded migrant waves had only delivered one married couple. While they reliably pumped out kids, there would be no dwarves for those children to marry.

I tried creating a single, small meeting area and suspending most fortress operations. After years of leisure most of my dwarves had formed many friendships, but only one couple had entered a romantic relationship. Clearly it was time for a more direct approach.

I examined my dwarves using Therapist to identify age ranges; a full third of my population were "old maids" (old women with no prospect for a mate). Of the remaining dwarves, I examined their "orientation" in dfhack to exclude the three who weren't interested in marriage. That left the one romantic couple and two other potential couples. I attempted to match traits, but with such a short list it wasn't possible (nor, apparently, was it necessary).

I created "pre-honeymoon suites"; specially modified bedrooms for my chosen dwarves:

(http://dwarffortresswiki.org/images/3/31/Honeymoon.png)

Of note, the rooms contain two beds (each defining a bedroom), enough fancy furniture to make the rooms high-quality, and impassible furniture (statues) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.)

I then assigned the bedrooms appropriately to my chosen dwarves, and removed all meeting areas. I specifically did not lock the dwarves in, so they were free to leave (to eat, drink, and work, though I did reduce their work schedules significantly). This detail might be key since it keeps the dwarves happy (good dining facilities, decorations, etc.) while allowing them to enter each other's presence repeatedly. Returning dwarves would often stop in the doorway, presumably to "talk" with their arranged partner (if they never left sight of each other the talking might occur much less frequently).

Results: All three couples married in three months. 

(The "romantic" couple was actually last, presumably because the planter consistently kept harvesting plants until I specifically forbade it.)
Title: Re: Dwarven Marriage Science
Post by: taptap on February 11, 2015, 05:15:32 pm
@loci: Congratulations, which version is this in? If arranged marriages work well this way, a small mixed dormitory for bachelors (w/ free partner choice) would probably be a good idea for the next family friendly fortress? Does "old maids" represent anything in the game? (The two couples I finally got feat. females well in the 100s. A few years later they have happy families and a bunch of kids.)
Title: Re: Dwarven Marriage Science
Post by: Maolagin on February 11, 2015, 05:35:26 pm
Counter to the experiences expressed above, I found marriage arranging relatively quick, though complicated.

First, a little backstory: I unknowingly embarked from an entirely extinct civilization. Once I realized that no more migrants would be arriving (ever!), I started looking at ways to sustain my fortress long-term. Unfortunately my two hard-coded migrant waves had only delivered one married couple. While they reliably pumped out kids, there would be no dwarves for those children to marry.
...
I examined my dwarves using Therapist to identify age ranges; a full third of my population were "old maids" (old women with no prospect for a mate). Of the remaining dwarves, I examined their "orientation" in dfhack to exclude the three who weren't interested in marriage.

Funny, I did the exact same thing for the exact same reason a couple of weeks ago. Unexpectedly extinct civ, combined with tiny migrant waves, left me with 11 dwarves total. I also resorted to dfhack and pulled out age, gender, and orientation for each. It turned out I only had three female dwarves, and while all of them had a potential mate, one of them had already formed a romantic relationship with a dwarf who would never marry. So, no room for error if I wanted to ensure sustainability.

I tried creating a single, small meeting area and suspending most fortress operations. After years of leisure most of my dwarves had formed many friendships, but only one couple had entered a romantic relationship. Clearly it was time for a more direct approach.

Ditto, with a small legendary dining room meeting area, I only got one romantic couple, and actually a counter-productive one at that!

I created "pre-honeymoon suites"; specially modified bedrooms for my chosen dwarves:

(http://dwarffortresswiki.org/images/3/31/Honeymoon.png)

Of note, the rooms contain two beds (each defining a bedroom), enough fancy furniture to make the rooms high-quality, and impassible furniture (statues) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.)
...
This detail might be key since it keeps the dwarves happy (good dining facilities, decorations, etc.) while allowing them to enter each other's presence repeatedly. Returning dwarves would often stop in the doorway, presumably to "talk" with their arranged partner (if they never left sight of each other the talking might occur much less frequently).

I think you've discovered the trick here! My suites were much less compact -- each one was a 3x3 room with beds on either side, with partially overlapping room designations. They couldn't overlap completely, because cabinets. (Seriously, try it! Watch your dwarves get in a hilarious endless fight over whose socks get to go in the cabinet!) I periodically checked on their thoughts to see when "talked with a friend/lover" showed up, and it seems like they can only get that thought once per visit, and only when idle, never when "On break". I did turn off the main meeting area, but I'm not even sure that was necessary -- with the meeting area on, idle dwarves seem to cycle back and forth between the dining hall and their rooms, otherwise they still pop in and out as long as they are only intermittently doing jobs.

Anyway, with 3x3 rooms, both of my couples married within a season or so, and now the fort is awash in children. Success!
Title: Re: Dwarven Marriage Science
Post by: Maolagin on February 11, 2015, 05:38:49 pm
@loci: Congratulations, which version is this in? If arranged marriages work well this way, a small mixed dormitory for bachelors (w/ free partner choice) would probably be a good idea for the next family friendly fortress? Does "old maids" represent anything in the game? (The two couples I finally got feat. females well in the 100s. A few years later they have happy families and a bunch of kids.)

I think loci just means they didn't have any eligible partners. I haven't seen this properly SCIENCEd, but supposedly dwarves won't marry with more than a ten-year age gap between partners. And both must have the "will marry <other gender>" trait, which right now is only discoverable with dfhack.
Title: Re: Dwarven Marriage Science
Post by: Loci on February 12, 2015, 03:29:47 pm
@loci: Congratulations, which version is this in?
v0.40.24

Does "old maids" represent anything in the game?
No. Only that the RNG gave me six old females without any old males. If the genders had been better balanced I could have arranged a few more marriages. As far as I know female dwarves remain capable of reproduction until they die from old age.