You sure are funny sometimes, yoshi.
Yeah...that's it, 'funny'...that's what I was being...heh,heh...(cough).
This is something that may work in Civ4, but not Civ3.
Haven't played Tropico, but I understand what you're saying. I just don't see why the other, more civ-like ideas that have been mentioned aren't suitable for Civ3. How does Tropico relate to that?
Citizens in Civ3 wouldn't need unique attitudes as this effect would be based on general unhappiness levels, randomized and then immigration is either accepted or it isn't.
2. Tropico First-Reduces immigration
This is what the slide-bar and govt. types discussion was referring to.
Would the 'Immigration' concept affect Civ3's strategy in some negative way? It would change things by having poulation movement become a factor (or more accurately, emmigration is what you get for bad leadership), but I don't see how that's a bad thing?
Perhaps it would be too difficult to implement given the nature of the existing program? We don't know enough about the actual program to make that assumption. I would think that all it would take is a few extra fields in the area of,
x=base unhappiness for citizen transfer (each extra unhappy citizen increases chances by 10%)
x=base population for citizen trnsfer
...and so on until all the variables are covered.
Something in that general direction can't be too difficult. And best of all, this requires very little AI participation, except whether or not to accept new emmigrants, taking inot account the effect of govt. form, basing decisions on tribe characteristics, ect.