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DF Suggestions / Emigration.
« on: February 03, 2015, 02:01:52 pm »
It's almost definitely been suggested before I'm sure, but I'd like to see dwarves leaving your fortress from time to time, either to emigrate completely and join an NPC locale or joining a bandit gang due to discontent/poverty in the fortress itself. Currently all there is is immigration, which is a bit silly -- surely there are much more enticing places for dwarves to waddle off to than your tiny place in the middle of nowhere, and no doubt as soon as they arrive and see the mess it's in they'd want to leave.
It should certainly be an option in the fort menu (ie. where you toggle garbage disposal options), and you could tie in immigration rules to it so you don't have to mess with the ini files to change your fortress population, or possibly tied to a leader position (either the mayor/duke/etc or a seperate entity).
* Closed Gates: No emigration or immigration permitted. Dwarves who are terribly miserable might sneak out, but it's the dwarven thing to do to "tough it out", so this will be rare.
* Open Doors: Dwarves can emigrate or immigrate as they see fit, depending on moods, morale, and so on. Your fort's population will fluctuate over time depending on the general state of things. It can never go below, say, 10 dwarves due to emigration even if things go REALLY bad. Of course they might all just die.
* Reluctant Immigration/Emigration: Dwarves can come and go, but both immigration and emigration are low. Your fort's pop will climb slowly.
* Encourage <labor>: Dwarves can come and go, but immigration is high. The labor you choose (you could simplify it with Civilian, Martial, or Specialist) changes the weight of incoming dwarven jobs, so you're more likely to attract them. Your fort's pop will rise quickly.
* Temporary Citizenship: Visitors and guests to your fortress are permitted to stay for extended periods of time, during which they'll do normal jobs, but will leave after a certain period. This will give temporary, highly-trained workers (or musicians, smiths, etc) but they might take things with them as payment when they leave. Your fort's pop will stay about even.
Addendum: You could also allow foreign races to take either permanent or temporary lodging in your fort, which would tie in nicely with the Inn code arc.
Any other thoughts?
It should certainly be an option in the fort menu (ie. where you toggle garbage disposal options), and you could tie in immigration rules to it so you don't have to mess with the ini files to change your fortress population, or possibly tied to a leader position (either the mayor/duke/etc or a seperate entity).
* Closed Gates: No emigration or immigration permitted. Dwarves who are terribly miserable might sneak out, but it's the dwarven thing to do to "tough it out", so this will be rare.
* Open Doors: Dwarves can emigrate or immigrate as they see fit, depending on moods, morale, and so on. Your fort's population will fluctuate over time depending on the general state of things. It can never go below, say, 10 dwarves due to emigration even if things go REALLY bad. Of course they might all just die.
* Reluctant Immigration/Emigration: Dwarves can come and go, but both immigration and emigration are low. Your fort's pop will climb slowly.
* Encourage <labor>: Dwarves can come and go, but immigration is high. The labor you choose (you could simplify it with Civilian, Martial, or Specialist) changes the weight of incoming dwarven jobs, so you're more likely to attract them. Your fort's pop will rise quickly.
* Temporary Citizenship: Visitors and guests to your fortress are permitted to stay for extended periods of time, during which they'll do normal jobs, but will leave after a certain period. This will give temporary, highly-trained workers (or musicians, smiths, etc) but they might take things with them as payment when they leave. Your fort's pop will stay about even.
Addendum: You could also allow foreign races to take either permanent or temporary lodging in your fort, which would tie in nicely with the Inn code arc.
Any other thoughts?