Mod-request: Refugees

abso

Chieftain
Joined
Nov 15, 2005
Messages
23
Hi all,

I would really be glad if some mod-programmer would create a mod dealing with refugees.
[I'm posting in here, but to coordinate requests for mods I suggest creating a sub-forum of the creation forum just for requests.]

I'll explain what I'm thinking of, but to show I'm not the only one interested in this topic, here a few links:

Migration to another Country
http://forums.civfanatics.com/showthread.php?t=124570&highlight=refugee

Refugees, thread by Justy, August
http://forums.civfanatics.com/showthread.php?t=126870&highlight=refugee

Refugees, thread by RickiusMaximus, June
http://forums.civfanatics.com/showthread.php?t=122138&highlight=refugee


there are some complicated suggestions in these, creating new units and all. I suggest some simpler system (still complicated enough, i fear)


the idea:
just as in the real world, I'ld like to see consequences of war and oppression affecting migration (in civ-terms: population).
When a city is attacked/razed/taken over, there should by a certain probability that some of its population is added to another city (this might be a city of the attacked civilization, or some other civilization other than the attacker).

on the other hand, if a leader does really bad, his/her civ might generate refugees in other countries (i.e., population might of this nationality may be added to some other city in the world). we can even introduce a new "tech" like the Geneva refugee convention (though i don't know that it should do - maybe that if a civ has developed the convention, accepted refugees are automatically becoming happy nationals of that civ)

can anybody estimate whether this is a hard thing to implement?
 
That'd make sense. Perhap's when two units clash on a city or village tile a refugee unit is made. But refugee's, unlike units, are not controlled by their country's administration. However you could perhaps make them controllable by the player but they would not be allowed to resettle in another city or village and would have to return to their city or village tile of origin. You could perhaps create refugee camps behind the lines or perhaps a neighboring nation would be willing to take in refugee's. Perhaps add something in the Civ AI that depending on their civics they don't attack refugee's or they do.
 
I'm not sure about the unit-thing. I don't know what will be easier to implement, but what I thought of was just adding the refugees to some other city's population, without any unit moving around. If there are units, they will most probably not make it out of the area of conflict.

as for the refugees fleeing oppressive regimes, they should definitely not be units.
 
I was thinking about this not only as a sort of shapeless game mechanic out of the player's control to represent migrations and the effects of war but also as a player-controlled unit... but the purpose of the Refugee unit would reflect the effects of oppressive regimes rather than people fleeing them...

It was not uncommon for conquering countries to uproot a large portion of the original ethnic group living there and scatter them to the winds to other parts of the empire to then be able to resettle the city/land with their own people to make sure that area did not try to revolt. The Assyrians and Inca were too peoples who used this with gruesome effectiveness.
 
I like this idea, it brought Holland to its next 'Gouden Eeuw'! :lol:
 
Rome Total War: Barbarian Invasion has horde unit. If you lose your last settlement then horde is created.

In Civ II when your or AI city was captured thare was guerilia unit what was created. I think that if city is razed then a refugees or horde unit should be created so that survivals can escape and get new homeland. Why not create querilia unit so that it can fight and build settelement? of course it should be in modern time but earlyer thare should be horde unit.

Allsou i'd like to see more options when you capture city. Thare should be:

1. raze (it is in the game) instead of this should be sack - rob and raze everithing, to earn extra money it depends on the population
3. kill population - 3/4 of population is killed
4. capture - kill nothing and all buildings remain to city.
5. enslave population - 1/2 or 3/4 of the captured citys population is automatically divided between your settlements. It works only if you have slavery. New population image slave? 1 food instead on two and normal rate of hamers or other stuff what needed?
 
For a unit it could be that certain cities that aren't good and end up making a refugee unit, control of the unit could pass to you.
For example, because or the horrible health in York, England 1 population point becomes a refugg unit.
It appears either near it or just outside the cultural boundries.
The people hate England and like you so the unit goes under you control.
You then manuevre it to your city of choice.
In either case I would say that the old empire could attack, who likes leaving citizens, the new unit.
It could be that if in it's own boundries the civ could
attack without repurcussions.
 
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