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DF Dwarf Mode Discussion / Re: Your most interesting migrant waves
« on: April 04, 2011, 10:16:06 am »
When I had a fort where I tried starting with only a single skilled miner I got a couple of high skilled Miners in my next immigration. It's possible that the game weights the skills based on what you lack.
This may explain the high number of 'useless' migrants players report, because those are skills the player does not use or train, the game sees the 'lack' of this skill. It would also explain why you get a clump of similar skills together, as each is 'rolled' off the same data. I got a couple of skilled Glassmakers together in my current fort, which was handy at the time as I was about to set up Glassworks.
This might be an area where the gameplay could be improved. e.g. if you are training up clothiers and weavers, you'd be more likely to get dyers, as this is a lacked skill but is complementary to the other two.
Did you have very low-skilled Brewers before that?
@Necro910 : Legendary Fisherdwarf, or such, for me = Combined Hauler/Mason/Mech/Architect/Woodcutter. No worse than a peasant.
This may explain the high number of 'useless' migrants players report, because those are skills the player does not use or train, the game sees the 'lack' of this skill. It would also explain why you get a clump of similar skills together, as each is 'rolled' off the same data. I got a couple of skilled Glassmakers together in my current fort, which was handy at the time as I was about to set up Glassworks.
This might be an area where the gameplay could be improved. e.g. if you are training up clothiers and weavers, you'd be more likely to get dyers, as this is a lacked skill but is complementary to the other two.
Did you have very low-skilled Brewers before that?
@Necro910 : Legendary Fisherdwarf, or such, for me = Combined Hauler/Mason/Mech/Architect/Woodcutter. No worse than a peasant.

