Emigration

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.

Hmm, that's too bad. :( At least I know where the problem lies then. Looking forward to the good news! :)
Thanks for the quick reply. :)
 
Playing a game using Emigration v4 along with some other mods like CSD, GEM and CivUP on Immortal and I definately think theres an issue with emigration ratings.

I keep loosing population in my capital even though its my best developed city with Wonders etc.

Furthermore the first instances of emigration occurs before I really have the chance of building anything.

How am I supposed to get started and get a high prosperity rating if my people fee from the beginning?

\Skodkim
 
Playing a game using Emigration v4 along with some other mods like CSD, GEM and CivUP on Immortal and I definately think theres an issue with emigration ratings.

I keep loosing population in my capital even though its my best developed city with Wonders etc.

Furthermore the first instances of emigration occurs before I really have the chance of building anything.

How am I supposed to get started and get a high prosperity rating if my people fee from the beginning?

\Skodkim


Hang on, where's v4? All I see here is v3. Is there something I'm missing?

Aussie.
 
Hang on, where's v4? All I see here is v3. Is there something I'm missing?

Aussie.

A beta version of V4 was posted here: Link

I've played some games with it and haven't seen any "bugs" (ok - something about messages about city growth when people migrate FROM your cities). As said before, I do however feel that it need tweaking!

I use CSD, GEM, CivUP and a hole bunch of wonders as well.

\Skodkim
 
skodkim, i have to try an another Emigration game to see how much tweakening it needs. The problem is i'm not a very good player so it will be hard for me to play on immortal or deity level.
i think i'll end up with applying your xml tweaks for higher levels.
 
Hi Killmeplease

I think there should be a starting period, where emigration does not occur, so making it start from the Classical Era seems like a good starting point. Furthermore I've had cities that looses population two or threee tunrs in a row - this should also be avoided (I had given the citizen back using the fire tuner as it was basicly disturbing my game a lot - I don't know if this can trigger the "emigration several turns in a row").

It would be really nice if you could make some of these variables in some kind of settings file that users can play around with and tweak the mod to their liking and this way contribute to the mod. Of course some settings will propably need to be difficulty level dependant and some maybe even game speed dependant.

Btw: Still a good job with the mod!

\Skodkim
 
Thought you might like the icons that were made for your Emigration that is included in CCTP, for your next release, you can see pic of them here.
 
Just a random thought. Would it be possible to create a spy mission called "mass defection"? I'm thinking that it could only.be used on Civs with a different Social Policy focus than you (so Order, vs Freedom vs Authoritarian). Just spitballing ;-).
 
Just a random thought. Would it be possible to create a spy mission called "mass defection"? I'm thinking that it could only.be used on Civs with a different Social Policy focus than you (so Order, vs Freedom vs Authoritarian). Just spitballing ;-).

Sounds like a fun idea, but without access to the dll it is unlikely to be possible - e.g. how would the AI know how to use it?



\Skodkim
 
I think, if you have a city with 1 population, and the conditions which trigger emigration are met, the city should go into a state of revolt, ceasing production. It stays this way until people immigrate back.
 
killmeplease -

I noticed that the version of v.3 that you have linked is not G&K compatible. I've just adapted this mod for use in my own larger modpack, and I have it fully G&K compatible right now. If you'd like me to pull out the files I had to change and send them to you, let me know and I'll do so.

Pretty simple stuff, really just updating NotificationPanel.lua with the G&K notifications.
 
killmeplease -

I noticed that the version of v.3 that you have linked is not G&K compatible. I've just adapted this mod for use in my own larger modpack, and I have it fully G&K compatible right now. If you'd like me to pull out the files I had to change and send them to you, let me know and I'll do so.

Pretty simple stuff, really just updating NotificationPanel.lua with the G&K notifications.

yeah i would be thankful for that!
p.s. i like your blog, interesting reading
 
maybe you should first have to see a civ on the map (like the quest of CS's) in order to have citizens emigrate from/to your cities to/from the cities of an other civ. But I think that would be a worse solution that simply starting the emigration with classical era
 
yeah i would be thankful for that!
p.s. i like your blog, interesting reading

I'll ship the file over tonight (on a work computer right now). It's based on v.3, not v.4, so you'll need to pick out the important bits for v.4 compatibility.

Thanks for reading! I think my readership right now is about... 5, which suits me just fine, it's a combination thinking cap (for working through game design-related problems) and professional portfolio (since most of the stuff I've ever worked on professionally is covered by ironclad NDAs, I can't hand it to a prospective employer), so I don't spend much time plugging it.
 
Attached - it's just NotificationPanel.lua

This is based on Emigration v.3, so any changes you made to that .lua file after v.3 will have to be reapplied.

Really the only thing that was broken was that the Notification Panel didn't know how to handle the G&K-specific notifications (espionage, religion, and a few others). I just used WinMerge to merge the G&K NotificationPanel.lua with yours and it worked fine.
 

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I personally think that factors such as wealth, culture, faith, science, distance, neutral/hostile, happiness, percentage of immigrants, etc. of two given cities as well as between empires should figure in to immigration. Also, immigration should work based on a similar function within empires, in order to kill ICS and make nurturing of large urban centers worthwhile.
 
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