Emigration

i also want to add a penalty for being unhappy and very unhappy
i appreciate it, cause at the moment i prefer to stay at -1 for some time and then pump a lot of happiness instead of trying to be positive on happiness, very good, very basic

ps any suggestions on policy/religion effects?

in fact, i would not add to many different "little" changes in policy, thinking of st.éxupery's famous quotation...i already like the more politics, the better! which politics exactly would not have a good gameplay strategiy effect, it would be just adding stuff for adding stuff for no reason (it is my opinion and others would like to see it i know) features features features :-)
 
I still have to finish my current game, but plan to start the new one with Thal's GEM. Do you think there are any incompatibilities between yours and his?
 
I updated the mod to be used with G&K (as now, I don't think it would work with Vanilla game) for personal use, I thought it'd be nice to share until the author releases a new version. New to coding here, so let me know if any mistakes were made.

Uploaded as RAR and ZIP files.

Sorry for double posting, I hit the wrong key...

Note: this is NOT compatible with TreeGrowth G&K v7 at the moment (working on it...), because of the naming convention in the "Custom Notifications" module that both mods use.
 

Attachments

What was changed?

As far as I could tell it worked with G&K already. I've used it for the last two games and haven't seen a bug.

\Skodkim
 
No need for credits :) All I did was to update the Custom Notifications module with your mod. No code was changed of course, and hopefully, the update would prevent some future eventual errors that one might encounter in middle or late game.

By the way, now I don't know if it was because I was running the old updated version for G&K of TreeGrowth with your mod or not, but your mod never kicked ingame.
For sure, the last version will not work with TreeGrowth, because the Custom Notifications module's files are named the same, and are set to VFS (I hope to find a workaround for this compatibility issue).
 
In which way is the city determined to which the citizens emigrate?
imo when someone from a city wants to go somewhere else they choose a place that's both near and happy. So I ask if you can modify the chosen city to where they emigrate as the one that maximizes happy/distance_to_emigration_origin?
But as I have understood so far that won't work with the current way since the mod only chooses a civ as target where they will go...
 
In which way is the city determined to which the citizens emigrate?
imo when someone from a city wants to go somewhere else they choose a place that's both near and happy. So I ask if you can modify the chosen city to where they emigrate as the one that maximizes happy/distance_to_emigration_origin?
But as I have understood so far that won't work with the current way since the mod only chooses a civ as target where they will go...

in ver 4 citizens consider particular cities not civs (as it was in ver 3 and below)
distance isnt taken into account currently, maybe i'll add it in v4 release.

another thing i thought of - refugees, you get them when a nearby city is conquered.
 
May I ask why?

i'd like to give the player less control of where his population go
as population moving stuff is exploitable (it was discussed earlier in this thread)
and the AI isnt aware of this mechanic

i think ppl should flee to nearest cities, not only yours, with no unit spawning.
 
Hello,
I wonder if anyone ever had a reproducible crash caused by this mod.
I was using your version before, killmeplease, and it was fine, apart from the fact that the golden spy icon didn't appear when you could steal a technology, which didn't matter so much for the gameplay though since you could still click on the button which you also use to end your turn. I now was playing my first game with the altered version by iamaplayer as well as Thal's GEM and at the current turn the game constantly crashes during the AI phase. If I try loading the latest autosave it also crashes as soon as I click "Continue playing". I unfortunately don't know if it's this mod here or the GEM one that makes it crash. I'm also using a bunch of other mods, but like I said, before using the altered Emigration version as well as GEM it worked fine.
The error module it states when it crashes is "CvGameCore_Expansion1.dll".
 
Emigration is incompatible with Treegrowth, and the Unofficial G&K Patch (untill I find a way around compatibility, this is because each mod uses a similar version of the Custom Notifications module...).
Each of these 3 mods (as of now) will clash with each other.
You can only use 1 of these mods at a time.
I will look at the Treegrowth and Emigration mods next week, and hopefully the compatibility issues will be gone by then.
I will post in this thread to announce the good news.
 
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