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Dwarf Fortress => DF Suggestions => Topic started by: yooperdude on March 08, 2009, 12:55:44 pm

Title: Unahppy dwarves emigrate
Post by: yooperdude on March 08, 2009, 12:55:44 pm
I just finished my first fortress, and as is guaranteed, I lost. I had a great deal of fun and really loved the process. The downfall was a series of chain tantrums, insanities, suicides and berserks all set off when a couple of soldiers died during a goblin raid. The raid finished nicely but once the dwarves starting rampaging the corpses, miasma, dead pets and dead people was just too much.

My thought is that in that situation some people will just give up and leave. Rather then having a chain reaction of death and despair some of your depressed dwarves would simply head back to the mountainhome. Leave insanity and berserking for those that are wickedly insane, stolen children, dead spouses and the like.

It seems that it could help self regulate the system by preventing that tipping point. Rather then considering it a closed system that only grows with the addition of migrants and shrinks with death, allow a fluid migration to happen depending on conditions. Rent too high? Move back to the mountainhome. Constant death? Move in with the humans. It would also be interesting to see folks go on pilgrimages/adventures/vacations, could come back with unique skills, items, or stories.


Title: Re: Unahppy dwarves emigrate
Post by: inaluct on March 08, 2009, 01:48:19 pm
I think we've talked about this before. Still a good idea, though.

You might be able to deport dwarves by catapulting them out of the map with a drawbridge, come to think of it. Not very convenient, but it sounds pretty fun.
Title: Re: Unahppy dwarves emigrate
Post by: profit on March 08, 2009, 08:42:23 pm
I just finished my first fortress, and as is guaranteed, I lost. I had a great deal of fun and really loved the process. The downfall was a series of chain tantrums, insanities, suicides and berserks all set off when a couple of soldiers died during a goblin raid. The raid finished nicely but once the dwarves starting rampaging the corpses, miasma, dead pets and dead people was just too much.

My thought is that in that situation some people will just give up and leave. Rather then having a chain reaction of death and despair some of your depressed dwarves would simply head back to the mountainhome. Leave insanity and berserking for those that are wickedly insane, stolen children, dead spouses and the like.

It seems that it could help self regulate the system by preventing that tipping point. Rather then considering it a closed system that only grows with the addition of migrants and shrinks with death, allow a fluid migration to happen depending on conditions. Rent too high? Move back to the mountainhome. Constant death? Move in with the humans. It would also be interesting to see folks go on pilgrimages/adventures/vacations, could come back with unique skills, items, or stories.
LOL this is why you never allow dwarfs to socialize.

But you can overcome deaths with some nice rooms and making them all legendary pump operators so they do not have to pay rent.

A good dining room with a legendary +5 brewer also helps

Still though I can see the idea as a great way to handle dwarves becoming miserable instead of going insane.  When they are fed up, there is no killing spree, but they go byebye.



Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 09, 2009, 10:19:18 am
Only if it's effectively an alternative for insanity
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 09, 2009, 10:49:30 am
Springboarding off of this idea, has anyone ever played Tropico? It's a game where you're a dictator/el presidente of  the carribbean island Tropico. It has a similar population system to DF in that you gain people by either having them be born OR by attracting immagrants based on your islands prosperity. I think it has a good handle on immigration/emmigration, so here are the basic points.

#1 At the start, immigration and emmigration are uncontrollable. You have no control over who comes and who goes. This is similar to DF now (except there is no emmigration system). Basically unhappy workers either choose to stay or leave depending on their personality traits. Hostile and stubborn people stay while passive and compromising people will choose to leave rather then "stick it out".

#2 WIth the building of a structure in Tropico (or in this case a noble perhaps, perhaps your own Liason to travel abroad) you get the ability to control immigration and emmigration to various degrees depending on the skills of the worker assigned to the immigration office. You can choose to

A) Increase immigration overall, with the potential of add +50% to immigrant waves with fully staffed, max skill immigration officers

B) Increase skilled workers. In DF this could mean selecting to focus on a broad category (Miner, Woodworker, Stoneworker, Ranger, Metalsmith, Jeweler, Craftsdwarf, Administrator, Fishery Worker, Farmer, Engineer, Military) and have an increased chance of attracting members of that profession (in Tropico, maxed out skills and workers resulted in +25% chance of having a "Novice" and a +15% chance of having a "Specialist" (i.e. the people who just have one skill at name value)).

C) Increase emmigration. This resulted in a greater percentage (+25%) of unhappy workers had a chance of leaving rather then going beserk (in Tropico they become rebels and fight against you instead of just going berserk and killing everyone...actually it was pretty much the same :D)

D) Stop Emmigration completely. With maxed out skills this would block 100% of emmigration, meaning that nobody would leave.

E) Stop Immigration completely. With maxed out skills it would block 100% of immigration.

Now the challenge was you could only select (1), so you had to decide what you wanted to do. I think this logical system could easily be applied to the DF model (actual code is a whole 'nother matter) in that the system worked very well and allowed different people to customize their game experiences. This could be a setting off of the noble screen where you appoint an "immigration administrator" who can choose to work on one of the above options. It would use the broker skills, although the gaining of it would be based on successful use instead of just flat skill points like the record keeper is. I.e. whenever the immigration officer's influence actually changes the outcome of an immigration/emmigration wave, the immigration officer would gain XP. Similar to how marksmen gain XP when they hit stuff.


Once overland movement gets established, you could seperate the immigration and emmigration officer duties. The emmigrator officer could just be the mayor, who depending on his skill urges dwarves to leave rather then go beserk and kill everyone. He'll do his best to make the angry dwarf happy, but as a "last resort" might be able to mitigate the angry deserves beserker tendancies. Meanwhile, the Immigration dwarf (now a Liason) would actually travel the world map to the other dwarf cities (and maybe elven and human once that gets established as well). You can assign him guards and they'll leave for X seasons (2 makes sense), go out and travel and influence and possibly get eaten by skeletal giant eagles, but if they make it back they'll bring back either

A) An extra batch of immigrants, same old same old except you might be able to get 2 batchs in one season this way
B) A few highly skilled immigrants (one or two ranks up from your typical immigrant)
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)
Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 09, 2009, 10:54:36 am
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)

It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 09, 2009, 10:59:02 am
It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure

There has been talk about having non-dwarven migrants, but Toady said they were being treated like pets. I don't really see the bug but apparently it's still in the works. What would happen is that you'd specifically send out your Liason for a specific reason. Hence the options. You can go for massive numbers with option A, try to round out your skillset with Option B, or go for the mystery box with Option C.
Title: Re: Unahppy dwarves emigrate
Post by: suicidal_dorf on March 10, 2009, 05:48:03 am
I'd support being able to pick general types of immigrants. As in I'd be able to get what I wanted (more smitsh for example) rather than more bonecrafters (in a fort where I already have 6 legendaries there). Also to clamp down on migration, so less dwarves immigrate (but still come?). Also for unhappy but not tantruming dwarves to emigrate (after you're above a certain pop cap anyway).
Title: Re: Unahppy dwarves emigrate
Post by: bobthepeanut on March 10, 2009, 07:14:38 am
It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure

There has been talk about having non-dwarven migrants, but Toady said they were being treated like pets. I don't really see the bug but apparently it's still in the works. What would happen is that you'd specifically send out your Liason for a specific reason. Hence the options. You can go for massive numbers with option A, try to round out your skillset with Option B, or go for the mystery box with Option C.

MYSTERY BOX! MYSTERY BOX!
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 10, 2009, 08:28:10 am
It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure

There has been talk about having non-dwarven migrants, but Toady said they were being treated like pets. I don't really see the bug but apparently it's still in the works. What would happen is that you'd specifically send out your Liason for a specific reason. Hence the options. You can go for massive numbers with option A, try to round out your skillset with Option B, or go for the mystery box with Option C.

MYSTERY BOX! MYSTERY BOX!


You've won... A BRAND NEW HUMAN PET! His name is Stumpy, some assembly required :D
Title: Re: Unahppy dwarves emigrate
Post by: zchris13 on March 10, 2009, 08:28:18 pm
Stumpy got drownded.  In case you have been in the box with stumpy.
Title: Re: Unahppy dwarves emigrate
Post by: krumlink on March 10, 2009, 08:30:00 pm
I think you should be able to select if you want them to emigrate or not, otherwise some fortresses (such as YOURS) will empty rather quickly. :D
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 10, 2009, 08:33:32 pm
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)

It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure
Dwarven fort denying potentially useful human workers/warriors simply on the basis that they are neither refugees nor human?  That's a bit . . . stupid.  Sorry, but it is.
Title: Re: Unahppy dwarves emigrate
Post by: Squirrelloid on March 10, 2009, 08:39:37 pm
It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure

There has been talk about having non-dwarven migrants, but Toady said they were being treated like pets. I don't really see the bug but apparently it's still in the works. What would happen is that you'd specifically send out your Liason for a specific reason. Hence the options. You can go for massive numbers with option A, try to round out your skillset with Option B, or go for the mystery box with Option C.

MYSTERY BOX! MYSTERY BOX!

Stupid! You so stupid!

Spoiler (click to show/hide)
Title: Re: Unahppy dwarves emigrate
Post by: krumlink on March 10, 2009, 08:49:28 pm
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)

It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure

FREE ELVEN SLAVES LET EM IN!!!!!
Title: Re: Unahppy dwarves emigrate
Post by: Granite26 on March 11, 2009, 09:04:30 am
Dwarven fort denying potentially useful human workers/warriors simply on the basis that they are neither refugees nor human?  That's a bit . . . stupid.  Sorry, but it is.
I'd agree with you, except for all the times it, ya know, actually happened in history
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 11, 2009, 02:42:56 pm
If you could broadly set your immigration/emmigration policies, then you would have the choice of accepting or turning away non-dwarven refugees.

And what happens when elves/humans come around that are technically apart of the dwarven civilization?
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 11, 2009, 03:18:07 pm
Dwarven fort denying potentially useful human workers/warriors simply on the basis that they are neither refugees nor human?  That's a bit . . . stupid.  Sorry, but it is.
I'd agree with you, except for all the times it, ya know, actually happened in history
That doesn't mean refugees should be the only allowable non-dwarf immigrants in any game at any time.

We should not have arbitrary restrictions 100% of the time just because there were a few times in history supporting the restriction.
Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 12, 2009, 03:35:44 am
Dwarven fort denying potentially useful human workers/warriors simply on the basis that they are neither refugees nor human?  That's a bit . . . stupid.  Sorry, but it is.

Dwarves acting like robots who gladly accept members of other species into their fort without any questions asked because they provide +2 production is the stupid stance

Not to mention how stupid it would be to make that trip on a flimsy hope to begin with. Refugees are the only ones that make any kind of real world sense
Title: Re: Unahppy dwarves emigrate
Post by: Footkerchief on March 12, 2009, 03:57:02 am
That doesn't mean refugees should be the only allowable non-dwarf immigrants in any game at any time.

We should not have arbitrary restrictions 100% of the time just because there were a few times in history supporting the restriction.

I don't think anybody said there should be restrictions 100% of the time.  Just sometimes, depending on the circumstances.
Title: Re: Unahppy dwarves emigrate
Post by: yooperdude on March 12, 2009, 08:54:45 am
I think I would rather just see it as something that happens, or something you have a preference about but not necessarily an option that is set. If humans or elves want to come and live in my fortress go for it, but have pre-programmed prejudices within the dwarven community. You will now have outsiders coming into a closed community trying to make a life for themselves. This could lead to an interesting inner community, a chinatown of sorts. You already have the ability to see what one dwarf thinks of another, this could be expanded further to add interracial complexities. Eventually your human refugees may get sick of people spitting on them and cracking jokes and would emigrate, or they could be your dwarves best friend. 

Just like anything in DF, I'd rather not set it and watch it happen but just watch it happen and be amazed that the digital dice rolled the way they did.
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 12, 2009, 09:00:35 am
It would be neat to have those kinds of prejudices IN the game.

Like, you might be able to set whether to accept non-dwarven refugees or not. If you do/don't there's pros and cons.

Do accept non-dwarven residents:
Pros: Access to "forbidden" technologies or better stated workers (bows & arrows, wooden armor, maybe elves are awesome archers while humans can wield larger weapons)
Cons: Dwarves don't like living next to non-dwarves.

Do not accept non-dwarves:
Pros: Dwarves are happier in all dwarven communities
Cons: Don't get access to "forbidden" techs. Maybe it irks the humans/elves that "their people aren't good enough" and can lead to eventual war.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 12, 2009, 04:23:19 pm
Dwarven fort denying potentially useful human workers/warriors simply on the basis that they are neither refugees nor human?  That's a bit . . . stupid.  Sorry, but it is.

Dwarves acting like robots who gladly accept members of other species into their fort without any questions asked because they provide +2 production is the stupid stance

Not to mention how stupid it would be to make that trip on a flimsy hope to begin with. Refugees are the only ones that make any kind of real world sense
That is a racism-based argument.  And again, it doesn't mean refugees should be the only non-dwarves to ever immigrate to your fort.  And no one ever said "no questions asked"- if you're at war with the guy's home civ, duh, of course he's not coming in.  But if dwarves have a peaceful relationship with all nearby human civs, there's no reason why he shouldn't be allowed.

Looking at this:
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)

It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure
Tells me you never want non-refugee, non-dwarf migrants to even be possible, which is unfair.
Title: Re: Unahppy dwarves emigrate
Post by: Footkerchief on March 12, 2009, 06:36:24 pm
LegoLord, read what people are saying.  They're talking about probabilities, and you're taking it as statements about absolute possibility.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 12, 2009, 07:03:09 pm
I'm referring to one specific argument there.  Yes there could be racism, but that didn't not stop people from other nations from trying to come to America back in the 20's.  I'm not saying it should be absolute, either, or that it should be a guaranteed opportunity.  Just that I think there was some suggestion of excessive restriction.  I was also thrown by the "+2 production" thing, cause DF doesn't use such simple numerical values for that sort of thing.
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 12, 2009, 09:30:13 pm
It would be an excellent place for personality traits to come into game effect. Open minded dwarves think the more the merrier, whether they're dwarf or elf or human.

Extremely close-minded dwarves might bet unhappy thoughts for living with humans/elves...or even other dwarves. Imagine an extremely prejudiced dwarf who is one of the original founders. If you're not one of the original 7 then you're just mooching off of his hard work, his blood, sweat and tears.

That would be an interesting dwarf to try and keep happy when you 20 noble immigration wave hits, or he might be a good test candidate for that new noble disposal happy-fun chamber
Title: Re: Unahppy dwarves emigrate
Post by: Aspgren on March 13, 2009, 12:46:45 am
I think you should be able to select if you want them to emigrate or not, otherwise some fortresses (such as YOURS) will empty rather quickly. :D

I wouldn't mind about 40 children running away from home. My dwarves breed like CRAZY!
Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 13, 2009, 07:58:50 am
Whoever migrating into America isn't exactly the same thing as representatives of another species showing up to a mountain fortress and expecting to be made room for just because their civs aren't currently killing each other

There's no way anyone sane would ever try something that stupid. You're just gonna end up starving to death in the wilderness. The average person would only ever try if they were desperate, IE refugees. Or perverts
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 13, 2009, 08:38:14 am
I know you're trying to make a point, Pilsu, but I'm sure you can do so in a much less offensive way.
Title: Re: Unahppy dwarves emigrate
Post by: Granite26 on March 13, 2009, 09:05:53 am
I know you're trying to make a point, Pilsu, but I'm sure you can do so in a much less offensive way.

Actually, we've done some tests, and he can't.  Scientific fact.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 13, 2009, 07:36:37 pm
There's no way anyone sane would ever try something that stupid. You're just gonna end up starving to death in the wilderness. The average person would only ever try if they were desperate, IE refugees. Or perverts
Not really.  How many foreign immigrants come into America a day?  How many go into other countries like those in Europe?  How often did it happen a hundred years ago? Two hundred?  A thousand?

For those first few, I can tell you:  A hell of a lot.

If your fortress is wealthier than a nearby human civ or town (and things are bad enough there), you should be able to get some human migrants.

Also, how on earth do you get a place so full of cold-hearted SOBs that everyone would just sit by and watch as a human sat outside the walls, suffering and starving?  You may be selfish and paranoid, but not everyone is.
Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 14, 2009, 03:33:29 pm
Real life comparisons don't really work when it comes to communal settlements of other species. You can expect the entry criteria to be prohibitive at best, especially considering the kind of havoc a single lever pull can wreak

Considering the time period, I can easily picture the guy starving to death over a decision to make an uncertain trek to a mountain fortress he has no business being in


Guess I could see it happening but I'd expect an option to either set up a ghetto equivalent for the leeches or flat out tell them to take their 3 kids and one eyed wife and get lost. I still think it should take more than "my house sucks" for them to make a trek to a glacier fort half the world away
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 14, 2009, 05:00:48 pm
Humans may not be dwarves, but they look a lot like them.  Seeing one dieing of hunger and thirst (which is not pretty, let me tell you) would probably move at least some dwarves to let him in.  Again, you are going with the automatic racism argument, based off of nature, I would assume.  Of course, in nature, there are plenty of creatures that have symbiotic relations with other species.  Cows and humans, for example.  We keep the cow race going, and they make amino acids that our bodies are incapable of producing.  Obviously there wouldn't be this whole eating each other thing with civs mixing, but the possibility for some positive benefit is one thing that would not always be passed up.

And I wasn't just saying "their house sucks, they will move"  I was saying "their house sucks, things are terrible all around their hometown and other towns in their civ, and then there's news of that really rich dwarven fortress so they might decide to give it a shot."  And for that matter, what business do dwarven migrants have in coming to a new dwarven fort?  They have a nice home elsewhere; why don't they stay there?
Title: Re: Unahppy dwarves emigrate
Post by: Footkerchief on March 14, 2009, 05:05:46 pm
Humans may not be dwarves, but they look a lot like them.  Seeing one dieing of hunger and thirst (which is not pretty, let me tell you) would probably move at least some dwarves to let him in. 

Pilsu just agreed that he could this happening.  I can't tell if you're just agreeing back or what.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 14, 2009, 05:13:30 pm
Sort of agreeing, but I don't like this idea of restricting it to ghettos for the humans.  Especially if they do well; they should be able to get nice rooms just like a Legendary dwarf.
Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 14, 2009, 05:29:00 pm
I was thinking more on the lines of segregation. Perhaps your dwarves unconditionally accept sentients just for showing up but I'd prefer if mine didn't want to mingle with them. I'm more fond of the crapsack worlds, fantastic racism and all

As always, it's an ethics question and should probably be reflected by the raws but we'd need gameplay features to accompany it or it turns into a binary matter. Ethics differences should probably play a role, for instance seeing elves migrate into your fort without having relinquished their hippie ways would be ridiculous
Title: Re: Unahppy dwarves emigrate
Post by: zchris13 on March 15, 2009, 12:02:56 am
Roll out the RNG at the beginning, and set a racism variable for each civ.  Totally.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 15, 2009, 08:16:59 am
Roll out the RNG at the beginning, and set a racism variable for each civ.  Totally.
That seems a bit restrictive on the player.
Title: Re: Unahppy dwarves emigrate
Post by: praguepride on March 15, 2009, 05:56:20 pm
I like the idea of racism being a part of the personalities. If you get a stronghold full of racist dwarves, I could see them setting up ghettos for the "inferior" races.
Title: Re: Unahppy dwarves emigrate
Post by: NikkTheTrick on March 15, 2009, 06:45:56 pm
Roll out the RNG at the beginning, and set a racism variable for each civ.  Totally.
That seems a bit restrictive on the player.
Not if it can later be modified by events happening in fortress:

- Succesful trades cause your dwarves to be less racist in general and more friendly towards that particular race.
- Losses in wars against a given race would cause your dwarves to be more racist towadst them and more xenophobic in general, the effect being extreme for dwarves closely related to causalty.

A husband being killed by humans would cause a dwarf who was very open-minded and friendly towards humans to now crave their blood more that the worst rendeck you had! And she will hate elves, too, just for looking like humans. And she will not care that those were human bandits, she will hate all human civilizations.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 15, 2009, 07:24:23 pm
A husband being killed by humans would cause a dwarf who was very open-minded and friendly towards humans to now crave their blood more that the worst rendeck you had! And she will hate elves, too, just for looking like humans. And she will not care that those were human bandits, she will hate all human civilizations.
That's a bit extreme.  That would probably only happen if the dwarf wasn't open-minded in most situations, but didn't start out racist.
Title: Re: Unahppy dwarves emigrate
Post by: NikkTheTrick on March 15, 2009, 07:45:48 pm
That's a bit extreme.  That would probably only happen if the dwarf wasn't open-minded in most situations, but didn't start out racist.
Keep in mind that the proposed reaction is specific to one dwarf out of the whole fortress. I don't know how familial ties work in Dwarf societies, but for a society where family is everything, death of a husband is the only thing that would matter, open-mindness be damned!
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 15, 2009, 07:59:00 pm
That's a bit extreme.  That would probably only happen if the dwarf wasn't open-minded in most situations, but didn't start out racist.
Keep in mind that the proposed reaction is specific to one dwarf out of the whole fortress. I don't know how familial ties work in Dwarf societies, but for a society where family is everything, death of a husband is the only thing that would matter, open-mindness be damned!
But it wouldn't result in racism if they were more open-minded.  A need for revenge against that particular human, yes, but not a vendetta against the whole race.
Title: Re: Unahppy dwarves emigrate
Post by: Sinergistic on March 15, 2009, 08:26:58 pm

Looking at this:
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)

It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure
Tells me you never want non-refugee, non-dwarf migrants to even be possible, which is unfair.

Oh shut up, man. praguepride was implying that there would be strings attached. Don't get your shirt in a such a twist. You're just being an ass.
Title: Re: Unahppy dwarves emigrate
Post by: LegoLord on March 15, 2009, 08:40:56 pm

Looking at this:
C) Non-dwarven immigrants (maybe a human woodsman or an elven archer)

It's a dwarven fort, you have to be a moron to expect them to just let you waltz in when you show up

Refugees, sure
Tells me you never want non-refugee, non-dwarf migrants to even be possible, which is unfair.

Oh shut up, man. praguepride was implying that there would be strings attached. Don't get your shirt in a such a twist. You're just being an ass.
You may want to look more closely at those quotes.  Specifically, who said what.  Also, way past that point in this discussion, which you would know if you actually read this whole thread.  People don't like it when people post without reading the thread.
Title: Re: Unahppy dwarves emigrate
Post by: profit on March 16, 2009, 12:43:39 am
This topic has been derailed.. How can human immigration be part of dwarven emigration....

Ahh well... 

But since it is being discussed here... A couple Questions.

#1.  Could a human or an elf ever be made comfortable in what amounts to a cave?

#2. Can we dissalow such immigration?

#3. If we continiously assigned elves to military roles and sent them to stand inside a magma washing chamber would they ever smarten up?

#4. Would elves still get mad if you made wooden furniture? 

#5. Could we assign all elves to tree cutting duties?

#6. Would other races children be allowed in the forts?

#7. How about mixed races children?

#8. Would the elves and humans have totaly different motives?  Aka humans might like dwarven syrup roasts and have a +50 good thought for eating one. while Elves might get a +10 for having a Sunshine Alcohol.


Title: Re: Unahppy dwarves emigrate
Post by: dizzyelk on March 16, 2009, 04:42:11 am

#1.  Could a human or an elf ever be made comfortable in what amounts to a cave?



They could get a thought similar to the alcohol dependency of the dwarves, that goes down the more time they spend above ground. This would supply a need to build the apartments, if you want the other species to stick around. After awhile, if you don't build the above ground dwellings, I could see some of them moving on. Although I'd imagine there'd be a few diehards that would opt to stay.
Title: Re: Unahppy dwarves emigrate
Post by: Pilsu on March 16, 2009, 11:01:32 am
On the topic of emigration, being able to give the boot to dwarves you don't like/need would be nice. Immigration should probably be more controlled, otherwise people end up walking back and forth  :P

If I need to supply them with wagons, food etc, I'm fine with that. While I'm at it, I should probably be able to limit kids per couple and immigrants probably should have some stuff to their name when they show up. No furniture but bedding and a little provisions in wagons goes a long way in making it seem like they had to eat offscreen