Immigration

EricB

Prince
Joined
Feb 4, 2013
Messages
404
Location
Michigan
Why did we add immigration to the game? What's the purpose here? Is this an effect from a patch from Firaxis? Who's idea was this?


I started playing a marathon mode game, huge map, 16 civs, 32 city states, prince difficulty. I'm growing my cities along pretty nicely playing a tall empire strategy with Babylon then BAM! I'm getting hit with citizen after citizen after citizen immigrating to my cities from other civilizations. The cities are growing so FAST that I can't support them. I can't work the tiles around the city because it takes around 20 turns to build a farm or other tile improvement. The cities are in starvation and losing population, but immigrants just keep pouring in one after the other. It's completely ridiculous.

I just quit the game in frustration and deleted the Immigration folder from the mod. I really enjoy the mod, but this is a game-changing effect deviating from the core game for no good reason that I see. I really don't like that it affects the American unique ability making that civilization unplayable once I've deleted immigration from the mod. I'd really like to see immigration removed from the game or at least not affecting the American civilization.

I already keep a list of changes that I make to CEG so that when I install a new version I remember to make those changes before playing. Right now that list is:

1. Double all faith costs to make religions appear later in the game, require more work, and spread slower. This reduces missionary spam, and makes religions require more effort. They are very powerful and should require a greater investment.

2. Delay Cargo Ships until Astronomy. I experimented with delayed until Compass, but it still seemed a little early. I may change it to Carvel Hulls now with that tech back in the game and Carvel Hulls being a little weak already. The purpose of that is to make caravans more important (along with caravansaries). Land trade is neglected with early Cargo Ships, and the AI civs can't protect their sea trade routes from barbarians. Cargo Ships are so expensive. The AI shouldn't be wasting hammers on something that will be surely pillaged.

3. Increase unhappiness from occupied cities. I increase unhappiness per population from 1 to 1.34. This gives you a bit more motivation to build that courthouse in an occupied city, especially for larger cities. It has the desired effect of puppetting small cities. Then, when a city gets bigger you see the potential science it could produce so you occupy it. The extra unhappiness makes you want to get that courthouse built as a high priority instead of going for other attractive buildings like a university, market, etc.

4. Restore city connection gold income to the base, unmodded game's values. This helps the AI because they build roads pretty quickly compared to me. It makes it more viable to have a city further away from your capital. Roads are cheaper (since the connection brings in more gold).

5. Change social policy trees unlocking eras. Tradition, Liberty, and Honor remain in the ancient era. Piety in the Classical era (goes well with increased religion costs). Asthetics and Patronage in the Medieval Era. Exploration and Commerce in the Renaissance Era. Rationalism in the Industrial Era. Ideologies in the Modern Era (unchanged). This lets the game develop a bit more slowly. In every era something new is unlocked and you have something to look forward to. You pay more attention to those earlier trees because that's all you have for a little while. There's also something unlocked going into the Industrial Era, which didn't exist before. It also keeps the AI from diving into the Piety tree and wasting policies on junk that won't have any effect early in the game.

Those are the changes I'm already making to the mod along with the reasons why for each change. I don't want to have to add deleting Immigration plus altering the American unique ability too.
 
I'm growing my cities along pretty nicely playing a tall empire strategy with Babylon then BAM! I'm getting hit with citizen after citizen after citizen immigrating to my cities from other civilizations. The cities are growing so FAST that I can't support them.

Sooo...... Just like real life then?
 
I really dislike immigration in this mod. It's got nothing to do with vanilla play and introduces a whole new mechanic.

Haven't heard any justification from Thal for its inclusion.
 
Yeah, I'm not fond of it either. I think the rationale was that Thal was looking for something interesting and different for the America civ, that immigration is a key aspect of US history, that there was an immigration mod out there, and so decided to put them together.

But IMO it's much better (and easier to balance) to just model immigration with straight food or growth bonuses than literally giving or moving citizens.
 
I completely agree with albie_123 and Ahriman. The mod's goal is to "set a high bar for adding new things to the game", so adding a new gameplay system with only a passing mention ("This update fixes bugs with the American immigration ability") is really baffling.
 
Ditto. I find it more frustrating than useful. I don't understand what was wrong with the Pioneer Fort or some other model for rapid growth to new cities, or just giving the US a straight up food bonus as part of a UA instead of introducing a new mechanic that breaks the game for others.

Immigration got added before the "bugs with the American immigration ability", it's probably more noticeable now? I'm not sure. I haven't played as many games since the leaders modifications were released.
 
Since immigration will probably remain in the mod, I've been thinking of how to modify the American unique ability. Once things are in the mod, they tend to stay in the mod. It only tends to get bigger and more complicated where sometimes I prefer a less is more approach. Make existing features more interesting. Don't add new features.

So I'd like America to be a more expansionist type of civilization that plays wide. That's how they are programmed to play by the AI already, so it would make sense for them to have a unique ability that goes along with that. The immigration ability or one that added food to their cities would be encouraging a tall empire. Wide empires don't have a problem with food or growth. Their biggest problem is happiness, followed by production and gold. Increasing gold from city connections seems to help with the gold issue.

Perhaps adding some happiness to a production building for the American unique ability might be the direction that I go. Not sure which building. It would make sense historically sense America is usually very good in terms of worker productivity. I've also thought about going somewhere completely different and having a World Police type of unique ability and giving them some type of advantage with city states or other civilizations.

So if Immigration remains in the mod, right now I'm leaning towards just deleting immigration and altering America's unique ability. The options right now are maybe adding happiness to the smith or increasing influence with city states. I prefer the happiness on the smith option because I really want America to play like a crazy expansionist type of civilization. Food bonuses or more citizens from immigration discourages expansion and building new cities since you don't have the happiness to support it.
 
Once things are in the mod, they tend to stay in the mod.

If a solid majority of forum members voices (and substantiates) disagreement with a new gameplay system, Thalassicus may well remove it again.

So if Immigration remains in the mod, right now I'm leaning towards just deleting immigration and altering America's unique ability. The options right now are maybe adding happiness to the smith or increasing influence with city states. I prefer the happiness on the smith option because I really want America to play like a crazy expansionist type of civilization. Food bonuses or more citizens from immigration discourages expansion and building new cities since you don't have the happiness to support it.

One could simply reduce the unhappiness per city -- sort of a reversed (unmodded) Indian trait.

Code:
<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_CRAZY_EXPANSION</Type>
			<CityUnhappinessModifier>-50</CityUnhappinessModifier>
		</Row>
	</Traits>
</GameData>
 
I think Immigration is only supposed to occur along trade routes. Now it seems to work on proximity as well as sometimes for all civs. It's also too often, so I guess it may be classified as buggy for the moment.

I guess we need a post from Thal on how exactly it should work.
 
When I was playing that game the other day immigration was happening from civilizations all over the map. I only had trade routes with city states and with Venice, yet citizens were coming in from everywhere. It was probably in the classical era. An immigrant would come into a city increasing the size of the city by 1. The next turn the city would decrease by 1 due to starvation. A few turns later another immigrant would show up. Repeat pattern. Very frustrating and not fun at all to play.
 
Been having similar issues. Played a terra sized PW3 map with max civs/citystates (so 22/41) and once I founded my second city in the late Renaissance (Just no room left to expand on the main continent) It quickly grew to be larger than the developed city I'd had the whole game, far beyond the point of supportablity (even with me buying food/growth buildings and tiles to try and keep up)
 
Agreed, the immigration system seems like too much of a change (and not necessarily a good one) the way it's implemented now.

I wasn't even aware that this was going to be included in CEP. When was this ever discussed? Just curious.

A straight food bonus could work, or maybe just restricting the immigration ability to the American Civ. Or perhaps have immigration contribute to great merchant and great engineer counters for the American Civ as we talked about earlier.
 
I wouldn't mind immigration as an American UA and nothing else, if it didn't actually take citizens away from the cities they came from.
 
I wouldn't mind immigration as an American UA and nothing else, if it didn't actually take citizens away from the cities they came from.

Wouldn't that actually defeat the purpose?
Immigrants can't just come from nowhere. Population growth without immigration would just be normal growth!
 
The whole increased population for the American civilization is a really bad idea. America should play wide/Liberty. That style doesn't need food bonuses. That goes with tall civs like India. America should have a unique ability for playing wide. I know the immigration idea makes sense historically, but it plays poorly in the game. Faster population growth restricts the number of cities that you can found/conquer.

How about a productivity bonus? America has been known as a productive country historically and more production is something that small cities in a wide civilization need. What about the idea of a free smith in every city? It would be similar to Carthage, which gets a free harbor in every city. That productivity bonus would be powerful early in the game. Then, they'd have the Minutemen in the mid-game and the NASA building in the late game.

Should immigration remain in the game, I may just re-program my mod of CEG to do just that.
 
I think the problem with immigration as it stands in game isn't that it imbalances the game based on its existence, but that it's too frequent. A 1 pop city going to 40 pop in as many turns (or less) indicates an imbalance in the tuning.

As for the American UA, the way it functions now seems more like forced migration. Why not increase the effect of tourism/culture on immigration for the Americans?
 
Carthage's free harbor is a bit more powerful in effect, because of the links for trade. A free smith doesn't really encourage playing that differently.

I could see some options like this
1) Free engineer/engineer slot per city? Gold per specialists in city (similar to GEM liberty's production for having a specialist) was proposed at one point. Either would encourage playing taller than wider, but if it has some method of per city, it's still beneficial to go wide-ish. The NASA building is really powerful late for wide. The specialists is more about the US propensity to attract not only immigrants but to brain drain other countries.
2) Growth bonuses combined with national happiness bonus per city.
3) Straight up gold or production bonuses per city? This would be flexible for wide or tall, but would encourage new settlement and expansion by having more productive city sites immediately.

I'm not a huge fan of the minutemen but I'm more worried about the UA, which has never quite been something we've settled on for the US and come away with something that worked for most.
 
The smith has a specialist slot on it already so having one to start in a new city would be pretty powerful. That would allow to you work a engineer specialist really early in the game. If you combined it with a unique ability affect of a +25% great engineer span rate that would play differently and could work. It could be similar to Babylon getting the +25% span rate for great scientists.

The minutemen unique unit is pretty weak agreed, but if they had a strong unique ability plus the NASA center late in the game that would work well I think. I've never used the NASA building yet myself but I think it gives increased production for space race elements. Combine that with the free smith for early productivity in cities along with more great engineers throughout the game and America would be the production powerhouse civilization in the game. You could also get lots of wonders, especially early in the game, by having that production and using great engineers to rush wonders. Especially you'd want to target wonders that give great engineer points.
 
I agree the NASA Center is a good UB, but then I'm biased, however it may not be as powerful as you might expect now there is the policy/tenet (whatever it is called) that allows buying SpaceShip Parts. Any civ that has sufficient gold producing abilities can now pump them out as they like. I haven't actually played a game where I, or others used this though, so I am unsure how much of a cost penalty is involved. I am just reading through the policies and noticed it.
 
I like Emigration/Immigration. It should just be done differently.

Population should be spread out to different cities not just the same city. Once a city has had someone immigrate to it, it should not be eligible for a certain amount of turns or until all other eligible cities have had and immigrant arrive. etc.

Cities that are set to grow should only be eligible to receive population from immigration. This way if you don't want them you can set your city to not grow and they will not come.

There should also be a refugee system where civilian population units should leave an unhappy city or a city that is imminently going to be attacked, is already being attacked. They should move temporarily to the nearest friendly city. They don't join the city they are displaced. These should be able to be supplied by gold and donations should be able to be given by friendly civs to support them.

Once a city has been conquered and returned to the rightful owner or peace is declared, the units will return. If the city is conquered outright then only some will return others will emigrate. Some may die outright.
 
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