Emigration

I'm just getting into modding and my first idea is a long way off, but I'm looking to perhaps create a more-or-less historically accurate American history mod. I definitely want the Louisiana Purchase and the Revolutionary, 1812, and Civil Wars to be highly likely events (if not inescapable), in addition to the possibilities of "Seward's Folly", gold rushes, the domination of Hawaii, etc. to be likely if not impossible to avoid. I expect the bulk of the game to take place post-1950, though I'm planning to start it in the mid-eighteenth century, at latest. It would be a very focused scenario, but this emigration idea would fit extremely well into that time frame for America. Don't be surprised if I bug you a lot about the mechanics of it when I finally am able to start coding. (Still reading through tutorials and getting a feel right now.) Just wanted to say thanks for the idea and the coding.
 
- die
- escape to another city of their civ
- escape to some other civ
- turn into a military unit (next to the civ's capital, not in the middle of the battlefield)
This concerns city razing mechanics more than emigration . But definitely its a good idea, i think it should be realized in future mods. What's for emigration, i've disabled emigration from razing cities as it could speed up razing.

*) We should really replace the word "happiness" with "stability", this sentence sounds so weird otherwise, doesn't it?
Its exactly the idea I have - make empire happiness a stability measure. I did not think on how does it sound though :) OFC can be renamed. How should stablility icon look like?
 
I'm just getting into modding and my first idea is a long way off, but I'm looking to perhaps create a more-or-less historically accurate American history mod. I definitely want the Louisiana Purchase and the Revolutionary, 1812, and Civil Wars to be highly likely events (if not inescapable), in addition to the possibilities of "Seward's Folly", gold rushes, the domination of Hawaii, etc. to be likely if not impossible to avoid. I expect the bulk of the game to take place post-1950, though I'm planning to start it in the mid-eighteenth century, at latest. It would be a very focused scenario, but this emigration idea would fit extremely well into that time frame for America. Don't be surprised if I bug you a lot about the mechanics of it when I finally am able to start coding. (Still reading through tutorials and getting a feel right now.) Just wanted to say thanks for the idea and the coding.
Sounds interesting. Feel free to ask anything ;)
 
This concerns city razing mechanics more than emigration . But definitely its a good idea, i think it should be realized in future mods. What's for emigration, i've disabled emigration from razing cities as it could speed up razing.

Well, I'm not exactly a modding expert, so I thought this was heavily related. I believed it would best be added to your mod, since the topics are so similar.
I would really love to see it in some form, though, whoever is so kind to do it (I have no chance to pull this of myself...)



Its exactly the idea I have - make empire happiness a stability measure. I did not think on how does it sound though :) OFC can be renamed. How should stablility icon look like?

Maybe that's exactly the point, happiness is easy to show and describe, but often weird in its logic.
 
Would like to congratulate you on a great mod, and to bump it for others.
 
Any chance on getting a link to v2 of this mod? The link in the first post is a previous version, and at least some of us Civing through Wine on linux boxes cannot download through the in-game mod browser (Background Intelligent Transfer Service implementation in Wine seems to not be playing nice with Civ 5 at the moment - we can browse through the mods but can't download).

Thanks!
 
Would like to congratulate you on a great mod, and to bump it for others.
Thanks alot :hatsoff:

Any chance on getting a link to v2 of this mod? The link in the first post is a previous version, and at least some of us Civing through Wine on linux boxes cannot download through the in-game mod browser (Background Intelligent Transfer Service implementation in Wine seems to not be playing nice with Civ 5 at the moment - we can browse through the mods but can't download).

Thanks!
i've added a link to the v2 mod file in the download database
check post 1 for it (the link is above the screen shot picture).
i forget to do it earlier, thanks!

Asking permission to use your mods in a new CCMAT build.
no problem :) just give a credit
feel free to ask me if you encountered any problems with merging my mod into yours.
 
I have some serious integration issues, primarily associating this mod with alpaca's Improved Notifications mod. Each mod creates a separate workaround in NotificationPanel.lua, which appears for now to make them mutually exclusive. Ideally, I would like to alter the notification method of this mod and Random Events to adopt alpaca's more modular approach.
 
I have some serious integration issues, primarily associating this mod with alpaca's Improved Notifications mod. Each mod creates a separate workaround in NotificationPanel.lua, which appears for now to make them mutually exclusive. Ideally, I would like to alter the notification method of this mod and Random Events to adopt alpaca's more modular approach.
emigration mechanics are not bound to notifications and can work without them at all.
you can replace my notification system with alpaca's one.
1. remove NotificationPanel.lua and NotificationPanel.xml files from emigration.
2. replace LuaEvents.CustomNotification calls in my code with calls to Improved Notifications
 
Love this mod.
I'm going to translate it to italian, as soon as I kill those annoying English trying to invade my islands! :-)
 
Back
Top Bottom