Emigration

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
 
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.
 
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.
 
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.

what version do you play?
in v4 yields and global happiness matter
in v5 these two parameters plus local happiness
 
Version 5 from the Steam Workshop.

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
 
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.
 
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.

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.
 
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).
 
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).

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
 
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.
 
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]);
 
@Seek: Steam Workshop

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
 
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