View Full Version : Migration in civ.
that_student May 24, 2007, 09:32 PM I'm a noob so this might be a terrible idea but I think it would be really cool if they found a way to integrate migration into civ. Migration is so important in history that it seems like a shame to leave it out of the game. Perhaps it could be set up such that based on certain conditions, population could leave one city to join another. For example you build a city and have a large surplus of food and happiness (luxuries, religious buildings etc.) or health (grains, aqueducts etc), but that has a small population. By connecting to a city with a large population experiencing lots of sickness or unhappiness, you can cause some small portion of the larger city to join the smaller city thus growing it faster.
On the other hand maybe migration could be caused by high culture or by religious factors. I think there are many possibilities with this idea.
I'm sure there would be balance issues, but it think it could be worked out.
Opinions?
bonafide11 May 24, 2007, 09:54 PM Perhaps they're including it with the new random events...
aksendz May 24, 2007, 09:56 PM to tell you the truth I was thinking of the same thing a couple days ago. I am really sharp on the illegal immigration thing going on in America so this factor would be interesting.
I could imagine unhappiness bcs "we can't understand the language of this country, translate everything." and a much bigger problem with "it overcrowded"
ParadigmShifter May 24, 2007, 10:22 PM Or unhappiness because printing press was discovered and The Daily Mail (UK right wing comic) was invented.
Gaius Octavius May 24, 2007, 10:29 PM Ah, migration, kind of like in Rhye's and Fall (but only for America).
I see one other possibility: the newly migrated peoples suddenly rise up against you!
The Danubian frontier, the Roman Empire, 376 AD: Goths enter....
378 AD, Adrianople, ~20,000 Romans dead, the Emperor is killed in action...
476 AD, the last Western Emperor falls....
Very interesting dynamic, no?
Horizons May 24, 2007, 11:58 PM Or unhappiness because printing press was discovered and The Daily Mail (UK right wing comic) was invented.
Speaks another guy who probably lives in an all-white, rich, beautiful rural part of the UK.
Anyway yes, if migration is in BtS I want the ability to stop my cities experiencing overcrowding, health and happiness problems because of unsolicited population movements.
PimpyMicPimp May 25, 2007, 12:04 AM Oh politics, how thee ruin relationships.
I don't think we need politics in this thread, it'll only lead to a flame war :(
aksendz May 25, 2007, 02:19 AM hmm pimpy you are right....
THEY SHOULD ADD HITLER AS A LEADER WTH OMFG ROFL !!1!!111!11!!1!1
I <3 you all.
Spitefire May 25, 2007, 07:23 AM Cant really be added as long as civ is on a Food = Population growth binge, once a more relistic population growth model is put into place then migration would be more of an option.
(been this way seince the dawn of civ sending a million settlers to a new land and develope the land while settleing it all at once and about half of the new citys grow one point in under 5 years and you suddenly have your population go up about 25 million when you only had mebey 100 million on your home land yeah thats a realistic growth spurt, for anyone confused that is a recount of civ 1 useing settlers in mass to take over a continent from a few enemy civs back when a lucky diplomat could kill a soilder and settlers alone could be used for conquest, point being that thay still use the same pop growth system)
GoodGame May 25, 2007, 08:55 AM Migration is a good idea if handled realistically, and automatically rather than as a (J)oin city option for workers. And Rhye's RFC mod is a good model.
Motivators:
1. Move to a city with huge health and food bonuses
2. Move from a city that is starving / vastly unhappy to a small city
(under pop 5) that has some net food and health
bonuses (and is only slightly unhappy at worst).
3. Move from a city of very low wealth to a city with high commerce
of if unworked tiles exist in the receiving city (and
also net food, and no sickness).
Limitors:
1. Migrations should originate from a zone around the receiving city,
that has a size limited by the technology of the day
(And at least partially limited by rates (pops moved
per turn) by the
technology of the day)
2. Migrations routes follow trade routes and migration can be
blockaded (BTS)
ParadigmShifter May 25, 2007, 10:32 AM (My comment about the Daily Mail)
Speaks another guy who probably lives in an all-white, rich, beautiful rural part of the UK.
Anyway yes, if migration is in BtS I want the ability to stop my cities experiencing overcrowding, health and happiness problems because of unsolicited population movements.
Err... I live in Liverpool so I don't think that counts. It's the people who read the Mail that get the unhappiness, and they deserve it.
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