Hi killmeplease,
I love your mod but I think it has little balance issues...
In my last game when I was testing Emigration among the other mods (standard map, 12 civs) the modded AI civ, Tuscany, managed to achieve SEVENTY CITIZENS in its capital, FORTY SIX in their second city and FORTY in third. To compare, secong biggest capital in the entire map, mine city, had 30 citizens. Basically every few turns new citizen arrived to Florence, whole world could do nothing about it, and Tuscany grow insanely overpowered. I had over 50 happiness and my citizens still emigrated to this runaway, and this is my second gameplay with this mod in which one civ gets legions of immigrants for the entire game ;/
Is it normal?
Hi, I am looking at using this mod with EUI (which is also has its discussion thread here). My post describes my efforts to get it to work with EUI, and I was wondering if you can help.
Just now, while searching for this thread to come and ask my question, I ran into another thread that was posted to the wrong location, about a conflict between Emigration and Citystates Diplomacy Mod...and now I am thinking that this may be part of my problem. I'm using the "City-states Diplomacy Mod (CSD) for Brave New World -- no DLL (v14)" .. and now I'm going to go turn that off and restart this process
Still, it would be nice to get some definitive advise from the maintainers about how to disable the CityView features in Emigration, which is advised in the mods compatibility list on EUI's discusssion's first page.
hello Roberto
you should remove CityView.lua/xml files from the emigration mod to remove the prosperity bar/tooltip at the city screen
notifications part maybe too, but in this case you wont know when ppl migrate..
emigration.xml defines notification icons
hey, thanks for the response. So I just remove:
and not UI\InGame\CityView\CityView_small.xml
- UI\InGame\CityView\CityView.lua
- UI\InGame\CityView\CityView.xml
Previously I was removing that entire UI\InGame\CityView folder (which does not suffice).
How would I handle the notifications part, exactly? I'm really not looking forward to doing that, because I would like to know when people emigrate But for now, just to get the mod working would be nice.
about to make v6
Great news, will it be compatible with the community patch?
That's awesome. I love your mod. I actually just finished modding your mod to account for the religious make up of a city. It doesn't affect the relative likelihood of immigration or emigration, but it does make it so that if a muslim citizen moves from city A to city B, then city A will loose one muslim follower and city A will gain one. You're then notified that a you got a muslim immigrant from city A.
It's pretty simple code and I just edited the emigration.lua file directly. Although it was my first time modding anything so the code is pretty ugly. If you want, you can give it a look at http://forums.civfanatics.com/showthread.php?p=14189080#post14189080. Feel free to steel the idea or the code for your new version.
Also, I noticed in the code that there is nothing to make the AI want to produce more or less pp (or declare war/peace) if they want their cities to grow or shrink. It's just that without this, the more control a human player has over the amount of immigration/emigration, the more of an unfair advantage we have over the AI. (Although we all know the AI cheats anyways so maybe it's ok to allow the humans to cheat this time.) Just a thought.
Anyways, keep up the good work and keep us posted!
cityview issue havent gone though..
i hope they'll make modular UI in civ6
What issue are you experiencing? What part of the UI is not moddable?