Emigration

Yes, and a good one: American migration to the west. People left the cities, to make fortunes in new territory.

That is pretty much the only way I'd have migration from big cities to others, though; Brand new territory.

Yeah, this could come into play if we had vassal states or colony options in Civ5 too, assuming there was incentive for population to migrate, depending on what social policies were in play for the home/away civ etc etc.
 
Great MOD!
Great JOB!

But I think, I have some compatibility issues with Thals CivUP v122 Notifications.
On page 8 you wrote:

emigration mechanics are not bound to notifications and can work without them at all.
you can replace my notification system with alpaca's one.
1. remove NotificationPanel.lua and NotificationPanel.xml files from emigration.
2. replace LuaEvents.CustomNotification calls in my code with calls to Improved Notifications

Don't know anything about lua.
How can I make it compatible? Did you already solve the issue, Sneaks? U also did the Custom Notification panel with alpaca, as I can see now.
Otherwise, the mod is quite perfect already!

Thanks for your advice.
 
Same issue,
I already posted in the CivUP bug report section, but this seems to be triggered by Emigration:(

I have Custom Notifications off, so no improved notifications. So I can see the notifications when emigration happens.

But when I want to choose a GP, it does not work (for me it was when I constructed Hagia Sophia).


It is hard to track bugs, but maybe I can help you. Just tell me....
 
I'm seeing across all notification mods I use. Custom Notifications, Emigration, Random Events, and Tree Growth. Had to remove them all until I can find the problem. That seems to have done the trick for now though - things are running smooth.

I'm using:
A Fresh CiV - Traits (Alternative) (v 1)
City State Diplomacy Mod (v 28)
Copasetic UI Tweaks (v 4)
CsebMod - Extended Plot MouseOver Popup (v 2)
Hover Info (v 1)
Mod List (addin) (v 4)
Swedish Empire (A Fresh CiV) (v 1)
UI - Next Turn Clock (v 1)
UI - Summaries (v 1)
UI - Trade Opportunities (v 2)
WWGD - AI Rebalance (v 6)

Mods I hope to add back in now that I've uncovered the issue, but haven't yet:
CivWillard (v 1)
InfoAddict (v 16)
Extra Diplomacy Text (v 2)
Liberation boost (v 1.11)
LightTouch (v 5)

I am sure missing my events mods though :(
 
Yeah, hopefully this great Mod will be playable again. Since i encountered this problem i have disabled Emigration, and i miss it. Please fix that problem thanks.
 
I think the mod still works without Notifications.

Which files do I have to disable? Is it NotificationPanel.lua and NotificationPanel.xml files from emigration?


But the mod would be much better with Notifications
 
Would it be possible to limit the emigration of citizens from cities if they're already at pop-1?

EDIT: Nevermind... forgot to clear my cache which stopped the above from happening.:crazyeye:
 
I love you, thank you :D

edit:

which files to delete to use civup custom notifications? i tried alot but notifications never showed up

2nd edit:

turned off custom notifications from civUP, seems to work now...
 
Thanks for the update, all works fine for me.
 
i have advertised a new version on last year's summer, but encountered some difficulties with design and stopped the work. recently as i get back to modding i've thought about a new concept and eventually have overcame that difficulties.

so what i have for ver 4:

All civs are given emigration rating.

Emigration rating components:
1. happiness/5
2. wealth = (total sum of yields prod+sci+cult+food / total pop) - 1.
3. Culture: num branches
4. Era = -x (later era, oftener migration) e.g. -1 for ancient, -2 for classic etc.
Emigraton rating is a sum of these components.

Emigration resolution:
E.g. 23 happiness = 4, 3 wealth = 3, 1 branch = 1, ancient era = -1: total 7
-12 happiness = -3 (floor), wealth = 2, 1 branch = 1, ancient era = -1: total -1
Now get difference = 8. Add bonuses (see below).
Add relations to that (*i should look if its possible to access relations values from lua).
To each civ, send rnd(20)-20+final_diff emigrants (if result value is > 0).
So, if diff is 1, avg emigrants number would be 0.05 per turn to that civ.

Internal migration:
Emigration rating: the same, but only wealth (determined for particular cities) and era are used.
For internal migration, bonuses (see below) are added only if base diff is > 0
Resoultion: for each city, send 1 migrant with diff/20 probability.

Additional effects (bonuses):
Order: +2 internal migration (planned economy)
Liberty: +1 to immigration
Autocracy: /2 foreign emigration (applied to diff)
Segregation: wealth and happiness only for non-occupied cities is considered for immigration.
Trade network connection: +2 to internal migration
Open borders agreement: +1 immigration
Locked citizens do not migrate internally (?)
City garrison and autocracy - /2 foreign migration (?)

Interface
add emigration raiting info to city screen and to demographics


Other ideas
Change American civ
UB: Statue of Liberty is a national wonder, replacement for National Epic: +4 to emigration rating (affects both foreign and internal migrations), +15% great people progress civ-wide.
UU: Pioneer (settler replacement) - ignores terrain cost, can defend itself with str 4.
 
I woke up this morning...and I don't know why, but I had an idea about Emigration :)
I thought, well, there are many buidlings in the vanilla game that are not fun to built, for example water mill, wind mill because there is no gameplay behind them, it only gives %-bonuses...

So what about a building and a wonder for this mod?

What I thought about was:
- WorldWonder, that causes any Emigration on the world stage to immigrate to the country, where the WW was built... Statue of Liberty like...


-Building that stops Emigration from the city, where it was built in , what would be very powerful for small empires and when the player has a building of this type in every city (no Emigration possible any more), so kind of national wonder (has to be in every city...) But with this idea I'm still unhappy:crazyeye: people sould come up with better ideas here...

Would it be possible with LUA!?
 
i've completed the game with your mod(also cultural diffusion, IGE and Ukrainian empire mods)and had no single emigration occasion(thou my happines was the highest and blablabla. should it be activated by smthn i don't know or what?
 
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