raystuttgart
Civ4Col Modder
Immigration Overhaul
Hi guys,
today we again had some discussion about Immigration.
(And as a reaction to it this concept evolved.)
------------------------------
Problem description:
Due to the high production of Crosses in late game, there is just too much of Immigration (in late game).
In early game however the Immigration is perfectly fine and would not need to be changed generally.
Also we do not want to completely devalue production of Crosses / usage of Preachers in late game.
The player should still be able get a steady flow of Immigrants if this is the strategy he wants to play.
-----------------------------
Thus we agreed to these measures:
1) Small Balancing changes: Max. Immigration Threshold gets increased but Immigration Threshold Increase Rate gets lowered in exchange
2) New Feature: Once a Threshold of Immigrants Waiting on Docks is reached, this temporarily increases Immigration Threshold (relative to Immigrants waiting on Dock)
-----------------------------
How this affects gameplay:
Docks will not overlow with unused Immigrants anymore beause Immigration will regulate itself.
Player is incentivised to bring at least his most valuable Immigrants to the colony or risk losing them.
In other words:
There is some new layer of strategy in Immigration now that the Player will need to take care of: To balance Immigrants waiting on Dock.
Little may change for early game as long as player brings all immigrants to his colonies, but midgame to endgame will be affected by this.
--------------------------------
Remarks:
All of this can be fully balanced in XML and even deactivated completely.
(e.g. No chance to migrate, or no Immigration Threshold increase, ... will deactivate it.)
--------------------------------
Feedback still welcome.
Hi guys,
today we again had some discussion about Immigration.
(And as a reaction to it this concept evolved.)
------------------------------
Problem description:
Due to the high production of Crosses in late game, there is just too much of Immigration (in late game).
In early game however the Immigration is perfectly fine and would not need to be changed generally.
Also we do not want to completely devalue production of Crosses / usage of Preachers in late game.
The player should still be able get a steady flow of Immigrants if this is the strategy he wants to play.
Spoiler :
Potential issue if we would just mess with the XML balancing for Immigration only:
We could create a balancing issue related to e.g. value of Preachers vs. value of Farmers.
Because if Immigration is too slow, it might be smarter to have Preachers become Farmers.
Because Growth by Food might then create more Colonists than Immigration by Crosses.
We could create a balancing issue related to e.g. value of Preachers vs. value of Farmers.
Because if Immigration is too slow, it might be smarter to have Preachers become Farmers.
Because Growth by Food might then create more Colonists than Immigration by Crosses.
-----------------------------
Thus we agreed to these measures:
1) Small Balancing changes: Max. Immigration Threshold gets increased but Immigration Threshold Increase Rate gets lowered in exchange
2) New Feature: Once a Threshold of Immigrants Waiting on Docks is reached, this temporarily increases Immigration Threshold (relative to Immigrants waiting on Dock)
-----------------------------
How this affects gameplay:
Docks will not overlow with unused Immigrants anymore beause Immigration will regulate itself.
Player is incentivised to bring at least his most valuable Immigrants to the colony or risk losing them.
In other words:
There is some new layer of strategy in Immigration now that the Player will need to take care of: To balance Immigrants waiting on Dock.
Little may change for early game as long as player brings all immigrants to his colonies, but midgame to endgame will be affected by this.
--------------------------------
Remarks:
All of this can be fully balanced in XML and even deactivated completely.
(e.g. No chance to migrate, or no Immigration Threshold increase, ... will deactivate it.)
--------------------------------
Feedback still welcome.
Last edited: