Emigration

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?

Maybe u should also use a mod that lowers the crazy AI-happiness bonus if u want IMIGRATION, the other way round it works to set your game difficulty higher to have some more EMIGRATION. Both would be "perfect" :-)
 
wuTz, i've already advertised Statue of Liberty affecting migrations at post #196 ;)
interesting idea for ordinary buildings..
port and seaport come to mind.

damu, currently (in version 3) you can see emigration or immigration only in case when some civilization becomes unhappy for number of turns. In version 4 i am working on now, emigration will be more common.
 
yeah it was a false advertising, i'm very sorry for that :(
there was a major bug that taken a lot of time to cope with and also RL concerns

dont want to mislead you again just want to say i've dealed with that bug and emigration 4 is on gameplay testing now. :whipped: (coefficients adjusting etc).
all who want to play a beta version of the mod and help with testing - PM me please.

Mechanics were redesigned completely so it will take time to see how it works in game and tweak accordingly.
 
this is a stable version of v4 beta.
i'll test it a little more before mod browser release.

you lose population not only on negative happines, but on positive too - if your rivals have more happiness than you. labour productivity factors too, so you can compensate AI's happiness handicaps by better infrastructure management.

in the test play i had 30+ happiness and good productivity and attracted a number of immigrants from rival empires and city-states in the medieval era. i want to see if it will be too much emigration events in later eras and should it be fixed or not.
 

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Killmeplease, would you object to this being included in a larger mod? Can pm you details if you'd like. Won't be for some time (about to start work on the first modcomp it will involve), but your mod may be a good fit.

its ok to include my mod into some other mod. and it would be interestig to know more about this larger mod ;)
 
Just a question, has anyone noticed this Mod being incompatible with the CSD mod by Gazebo? Its just ever since I added it into the mix, I'm no longer able to build diplomatic units!

Aussie.
 
It works without a problem for me. I'm using VEM, CSD, Diversity mod, InfoAddict and a few more mods.
 
Yeah, my bad I'm afraid. The conflict was between VEM & CSD, because I hadn't set the options properly :blush:.

Aussie.
 
I use this mod with G+K, and it runs "smooth" if by smooth you mean it doesn't crash or appear to break anything, however i haven't seen it work - like some other mods, it just "sits there" inactive...
 
Inactive mods make your game slowdown:p I was surprised how fast vanilla is is without a lots of mods. But i hope someone will make this mod compatible with G and K.
 
Yiha! Let this rock with Gods and Kings.

Anyway, try the "Vanilla" GaK for a while then mod the game...
 
Hey KMP, any idea when you plan to update this for G&K? I reckon it'd rock to include a religion element in the emigration mechanics.

Aussie.
 
I use this mod with G+K, and it runs "smooth" if by smooth you mean it doesn't crash or appear to break anything, however i haven't seen it work - like some other mods, it just "sits there" inactive...

OK - could I convince you to post if you see an effect happening?

\Skodkim
 
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