1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Emigration

Discussion in 'Civ5 - Mod Components' started by killmeplease, Oct 6, 2010.

  1. JA_Lamb

    JA_Lamb Warlord

    Joined:
    Aug 19, 2009
    Messages:
    232
    Location:
    The changing Dark Continent
    Thank you.
     
  2. skodkim

    skodkim Deity

    Joined:
    Jan 16, 2004
    Messages:
    2,373
    Location:
    Denmark
    Hi

    I'm playing a Marathon speed game with v4. CooldownTurns is set to 10 in my settings file yet I just had people emigrate from my cities to other civs two turns in a row.

    Is that intended?

    \Skodkim
     
  3. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    skodim, cooldown is for a single city not for the whole empire
     
  4. skodkim

    skodkim Deity

    Joined:
    Jan 16, 2004
    Messages:
    2,373
    Location:
    Denmark
    Thanks. That explains it.

    \Skodkim
     
  5. GemAye

    GemAye Chieftain

    Joined:
    May 2, 2011
    Messages:
    30
    Anyone having experience with using this mod in combination with the mod "Hulfgars Industrial Warfare Gods and Kings edition ver 7" and the mod "City-State Diplomacy Mod"?

    I hope to hear positive news as I'm very pleased with the idea of this mod and would love to add it to my small collection of mod's I use.
     
  6. skodkim

    skodkim Deity

    Joined:
    Jan 16, 2004
    Messages:
    2,373
    Location:
    Denmark
    CSD is safe. Don't know about the other one.

    \Skodkim
     
  7. Galgus

    Galgus Emperor

    Joined:
    Aug 22, 2012
    Messages:
    1,705
    I've been trying this mod in a Marathon game, and I've had two citizens migrate to a city-state.

    What is the best way to prevent migration to city states?

    If I read right, only local happiness and yeild per citizen matters, so happiness buildings seem like the only real option.
     
  8. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    what version do you play?
    in v4 yields and global happiness matter
    in v5 these two parameters plus local happiness
     
  9. Galgus

    Galgus Emperor

    Joined:
    Aug 22, 2012
    Messages:
    1,705
    Version 5 from the Steam Workshop.
     
  10. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    there is a prosperity meter at the city screen in v5.
    you can mouseover it to see why your prosperity is low
    the easiest way to prevent emigration is through global happiness, e.g. by trading some luxuries from AI
    happiness buildings are good too as well as yield increasing buildings
     
  11. ThisNameIsTooLo

    ThisNameIsTooLo Emotion Lord

    Joined:
    Sep 14, 2012
    Messages:
    213
    When BNW comes out, do you think you will tie Emigration to the Tourism mechanic? After all, emigration and tourism are the same thing... it's just that one happens to be more permanent than the other.
     
  12. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    maybe, if devs will provide means to use this new mechanic from lua scripts
    i'm not very optimistic about this considering how they didnt provide enough functions to interop with religions at the GnK release.
     
  13. doktorstick

    doktorstick Warlord

    Joined:
    Aug 20, 2008
    Messages:
    142
    Howdy. I'm posting to check on the compatibility with CivUP and GEM. It seems to work, but I noticed two things:

    If Emigration is loaded after CivUP/GEM, then the table on the left in the cityview isn't formatted properly; the culture hex overlaps some of the text and a hover may not work over the happiness field that is added.

    If Emigration is loaded before, the same said menu has no entries for Emigration and I can't tell how my city is doing.

    Is there a way to resolve this issue? Or is something else going on? For reference, I have CivUP, GEM, Emmigration, Cultural Diffusion, and CSD (with CSD enabled via CivUP/GEM SQL).
     
  14. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    it seems one of those mods modifies the CityView.lua/xml files
    city view indicators arent vital for the emigration so you can delete those files from the emigration mod's folder to resolve the conflict
     
  15. doktorstick

    doktorstick Warlord

    Joined:
    Aug 20, 2008
    Messages:
    142
    Okay thanks. I'll give that a shot.

    I'm running v5 and I think there's a Notification bug. I had an Emigration to the Incans (so said the tooltip on the notification), but the Incans were an "Unknown Player"; I hadn't met them yet.

    It was a spoiler in that I didn't want to know the mystery civ that I hadn't discovered yet, and two, how do my people leave for another country they've never heard of? :)

    Thanks!

    Update: I also just had a citizen emigrate to the Russians, which I'm currently at war with.
     
  16. doktorstick

    doktorstick Warlord

    Joined:
    Aug 20, 2008
    Messages:
    142
    The bug with migrating during war and undiscovered is because the MetAndNoWar function is wrong. Specifically, IsHasMet and IsAtWar should accept a team index, not the team.

    Code:
    function MetAndNoWar(playerA, playerB)
    	if playerA == playerB then
    		return true;
    	end
    	local teamA = Teams[playerA:GetTeam()];
    	local teamB = Teams[playerB:GetTeam()];
    	return teamA:IsHasMet([COLOR="Red"]teamB[/COLOR]) and not teamA:IsAtWar([COLOR="Red"]teamB[/COLOR]);
    end
    That highlighted portions should be:

    Code:
    return teamA:IsHasMet([COLOR="red"]playerB:GetTeam()[/COLOR]) and not teamA:IsAtWar([COLOR="red"]playerB:GetTeam()[/COLOR]);
     
  17. Seek

    Seek Deity Supporter

    Joined:
    Aug 7, 2010
    Messages:
    3,410
    Where can I find version 5? It's not linked in the OP.
     
  18. doktorstick

    doktorstick Warlord

    Joined:
    Aug 20, 2008
    Messages:
    142
    @Seek: Steam Workshop
     
  19. Seek

    Seek Deity Supporter

    Joined:
    Aug 7, 2010
    Messages:
    3,410
    Cheers. I try to avoid that buggy pos though.. For example I just looked and Steam says that there are no mods at all in the workshop, lol.:crazyeye:

    I also cannot figure out where workshop mods go, so if I wanted to edit them I can't.

    KillMePlease, please put it up here so your true fans can use it!:D
     
  20. killmeplease

    killmeplease Mk Z on Steam

    Joined:
    Nov 22, 2007
    Messages:
    2,794
    Location:
    Samara
    thanks for finding this bug guys! :goodjob:

    i will update the thread along with updating the mod for BNW

    ps:
    workshop mods go to /my documents/my games/civ/mods/
     

Share This Page