Emigration

The mod I miss most in my bnw game is - Emigration oh man, this will fit in so much.

Any new ideas after updating?

How about let the people more likely immigrate to cities with
1
a) the best gold trade route output in theory
b) the actual best gold trade route

2
city with the most in/out-going trade routes

for 1 and 2
-a global value (all civs/cs competing)
AND
-a value for each civ

Just brain storming a bit^^
 
Would it be possible to have like an Autocracy or Order idealogy, use the Trade Route system for growth rate? Essentially forced emigration/relocation...
 
People would most likely leave high gold areas as the cost of living out-paces their ability to live a comfortable lifestyle.
 
The mod I miss most in my bnw game is - Emigration oh man, this will fit in so much.

Any new ideas after updating?

How about let the people more likely immigrate to cities with
1
a) the best gold trade route output in theory
b) the actual best gold trade route

2
city with the most in/out-going trade routes

for 1 and 2
-a global value (all civs/cs competing)
AND
-a value for each civ

Just brain storming a bit^^
hmm.. caravan income already based on economy, and is added to the gold output of the city it seems. so caravans will already have an effect.. i think maybe caravans should increase emigration weight, virtually decreasing a distance between cities. or eliminating distance factor just like SOL. and maybe SOL should be given some other effect.

another idea i have got - emigration to barbarians. say barbs would have a constant happiness level of 20, and their camps would be treated as cities. so if every nearby country is low-happiness, ppl would migrate to barbs. afaik historically it was a common occurence especially in the ancient and classical eras. people in 'civilized' countries were violently exploited so they escaped to the barbarian periphery where they could be free. emigration to barbs can create a barb unit near the destination camp.

maybe exploitation level should be determined somehow....

Would it be possible to have like an Autocracy or Order idealogy, use the Trade Route system for growth rate? Essentially forced emigration/relocation...
caravan provides per-turn bonus, so i think this doesnt suit it.
also there are problems with forced resettlement - its a) potentially exploitable and b) cant be comprehended by the AI.

People would most likely leave high gold areas as the cost of living out-paces their ability to live a comfortable lifestyle.
maybe, for some unneeded professions. generally more 'gold' means higher wages (and more opportunities).
 
another idea i have got - emigration to barbarians. say barbs would have a constant happiness level of 20, and their camps would be treated as cities. so if every nearby country is low-happiness, ppl would migrate to barbs. afaik historically it was a common occurence especially in the ancient and classical eras. people in 'civilized' countries were violently exploited so they escaped to the barbarian periphery where they could be free. emigration to barbs can create a barb unit near the destination camp.

genius, if that is possible!
 
I'm "new" to this mod, so i apologize if i understood it wrong.
But according to the description, citizens will have a greater and greater chance of moving AWAY from large cities.

Is this not the exact opposite of what happens in real life?
Where citizens move from SMALL cities to BIG cities (because of the higher prosperity, job opportunity, and social services available in large developed urban areas).
A great example today is what's happening in China, the same thing that happened in Europe a hundred hundred years ago during industrialisation.

I understand it might be odd in gameplay terms to have your 2-size city suddenly pop back to 1 size continually as people flock to your capital. But it just struck me as odd to use the word realistic in conjunction with a mechanic that essentially operates opposite of what happens in real life :p
 
I'm "new" to this mod, so i apologize if i understood it wrong.
But according to the description, citizens will have a greater and greater chance of moving AWAY from large cities.

Is this not the exact opposite of what happens in real life?
Where citizens move from SMALL cities to BIG cities (because of the higher prosperity, job opportunity, and social services available in large developed urban areas).
A great example today is what's happening in China, the same thing that happened in Europe a hundred hundred years ago during industrialisation.

I understand it might be odd in gameplay terms to have your 2-size city suddenly pop back to 1 size continually as people flock to your capital. But it just struck me as odd to use the word realistic in conjunction with a mechanic that essentially operates opposite of what happens in real life :p

in the mod people go where prosperity is higher.
prosperity depends on happiness and output, so ppl can move in both directions, from small to big and from big to small. it depends on how big is big, and what outputs there are.

if you have an 1-pop city working potosi mountain ppl will start moving there.
if you have an owergrown city where part of workers are unemployed or they work crappy tiles like bare ocean or desert farms, they will likely move to other cities to find better employments (if those cities are better).

and, above that, ppl also like more happy places - cities or countries.

thats the idea of the mod.
 
Ahh so it's about per capita prosperity.
People will move to a big city if there is enough prosperity per citizen to go around, and to a small city if there's more prosperity than people can spend :p
 
I very much look forward to trying this out with BNW when you finish the conversion.
 
So yeah, also looking forward to a BNW version!

I've been wondering that this mod could also make influencing civs useful (aside from cultural victory), perhaps if I'm Popular with the Zulu it increases the likelihood of migrations? and if I'm influential even more?
 
So in BNW is the mod actually working and just the notifications are disabled? Or is the whole mod incompatible?

Thanks!
 
and in addition i think, as we play civ 5, we only play the "big cities".
liberty/religious ICS is still alive :)

I've been wondering that this mod could also make influencing civs useful (aside from cultural victory), perhaps if I'm Popular with the Zulu it increases the likelihood of migrations? and if I'm influential even more?
yeah its planned for v.6 (if i will have time to make it)

So in BNW is the mod actually working and just the notifications are disabled? Or is the whole mod incompatible?
whole mod was incompatible but now its updated
 
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