[MODCOMP]Immigration Mod

Fachy said:
Ok I caught the error logs this time, I didn't know it was an option in the ini file! Have a look Lopez

http://www.savefile.com/files/2596311

Did you manually add an immigrant unit to the game? That is the only reason I can think of why the game is throwing up an error in that particular part of the code.
 
No of course I didn't! In my current game it's gone crazy! Immigrants have been crossing closed borders (w/out war) and have been moving from happy/healthy city to a crowded city only to cause disease and unhappiness over there!!

I think you guys owners of immigrant/mercenaries/revolution mods ought to combine them in a streamlined mod.. hardly anyone can do that without errors!
 
Great idea for a mod. Looking forward to having them be able to cross the sea.
 
This is a really great idea for a mod. Thinking along similar lines but don't have t he capabilities to pull it off the way TheLopez did. I would like to try out the mod but the questions about balance/exploit does worry me though.

Perhaps one way of balancing could be done by tieing immigration to the tech tree? Examples:

Agriculture would allow 1 pop to be added to a city (as organized and productive agriculture would allow more people to leave the fields and join cities)

Guilds would allow 2 pop (1 additional to before) to be added to a city (guilds representing skilled craftsmen, cities would then be able to hire more)

Industrialization plus Factory would allow 3 pop (1 additional to before) to be added to a city (industries would allow more people to be absorbed into the city)

This way, the "natural" emigration could be managed so as not be an exploit. The "unnatural" emigration caused by war or famine could be managed in a different manner. Let's call these people refugees. The refugees are generated if a city is experiencing famine (shortage of food) for a significant amount of time, for instance if it has lost 1 pop due to famine. Refugees can also be generated if a city is under attack and/or was razed. These refugees will then try to migrate to the closest city that is of their original nationality. If that city can't absorb the refugees due to certain techs (mentioned above) not being discovered, then the refugees will start to consume the food of the city without adding any labor. This is the problem countries face with refugees. Of course, if a country (AI or human) is faced with a "refugee problem", the country can always decide to kill them, with some kind of nontrivial penalty like unhappiness in other cities for a certain number of turns per refugee units killed.

Other ideas might be to have a UN resolution to ban the killing of emigrants/refugees
A city that is producing a wonder (world or national) will have a 10% chance of attracting a 1 pop emigrant from the empire due to the additional employment opportunities created by having such a large project (wonder) being built.
 
3) Maintainance by Population / Cost of Sprawl: Currently, maintainance is computed by the number of cities and the distance each city has away from the palace. What if population were a factor? Namely, greater population would have a multiplicative effect on city maintainance. This would mean that the player would desire high population centers near their capitols, and high population further away would be more costly.

I actually think a larger city away from your capital is more likely to have a positive effect on maintenance and culture. It should, anyway. A larger city is more of a haven. Say you explored to a new uninhabited continent/island and you were able to build up a large city. That city should be able to sustain itself. Other civs on that continent that aren't native to that continent should want to migrate to the largest city, since larger cities tend to have more defenses and have more commerce/culture.
 
Ok I have question ... I'm playing the Great Option Mod but my quesition is about the Immigrates. I lowered my playing level and built the utopian civ, tons of wonders, advance techs, home of the popular religion, high culture and I still have citizens leaving in droves and have yet to see a AI immigrate of any type even in AI civs that suck.I have the main faith and nearly every city on the map following my belief (except Isabella) and I can see about 90% of the others civs cities and I've never seen a another Civ immigrate ... are they invisible to everyone else? Can you only see your own? I've never seen another civs people come to mine, I have seen tons of mine heading out from city that are happy happy and high in culture and really not that crowded like 5 or 6 in size and bam like that they are a 1 or 2 and a bunch of wagons heading out. Granted I think my tons of leaving immigrates added in converting nearly every civ to my religion but is there an update out that will ...
1 Say why they are leaving and where they are going.
2 Show immigrates coming to your Civ. and why
3 Maybe creative and Immigration advisor that will montor the ebb and flow of immigration showing how many have come, left and from where or too.
4 (Idea here) Can enough of your immigrate go to another Civ that that Civ would like to merge with your Civ.

Basicly I'm trying to figure out why even after playing a game to setup a happy happy Civ am I getting so many citizens leaving and I see none coming. It's rather annoying to know you have 3X the point as the closest Civ nearly every wonder that matters, city ratings of 85%-105%, luxuries galore.. it'd be like watching Americans migrate to Mexico, doesn't make sense. (NOTE: I like Mexico and I worked there for years, but it's apples and oranges. So don't go say I'm bashing them, I'm not.)

Thanks in advance.
 
Leatherneck said:
Ok I have question ... I'm playing the Great Option Mod but my quesition is about the Immigrates. I lowered my playing level and built the utopian civ, tons of wonders, advance techs, home of the popular religion, high culture and I still have citizens leaving in droves and have yet to see a AI immigrate of any type even in AI civs that suck.I have the main faith and nearly every city on the map following my belief (except Isabella) and I can see about 90% of the others civs cities and I've never seen a another Civ immigrate ... are they invisible to everyone else? Can you only see your own? I've never seen another civs people come to mine, I have seen tons of mine heading out from city that are happy happy and high in culture and really not that crowded like 5 or 6 in size and bam like that they are a 1 or 2 and a bunch of wagons heading out.
Yes, your immigrant units are invisible to other civilizations and vice versa. But, your units have a small chance to find other civilizations immigrant units.

Leatherneck said:
Granted I think my tons of leaving immigrates added in converting nearly every civ to my religion but is there an update out that will ...
1 Say why they are leaving and where they are going.
This is one of the future features

Leatherneck said:
2 Show immigrates coming to your Civ. and why
No, immigrants are invisible to other civilizations.

Leatherneck said:
3 Maybe creative and Immigration advisor that will montor the ebb and flow of immigration showing how many have come, left and from where or too.
I didn't plan on creating this, but maybe someone can create one for you.

Leatherneck said:
4 (Idea here) Can enough of your immigrate go to another Civ that that Civ would like to merge with your Civ.
Yes, it is possible for a city to flip to your civilization if enough of your immigrants migrate to another civilization's city.

Leatherneck said:
Basicly I'm trying to figure out why even after playing a game to setup a happy happy Civ am I getting so many citizens leaving and I see none coming. It's rather annoying to know you have 3X the point as the closest Civ nearly every wonder that matters, city ratings of 85%-105%, luxuries galore.. it'd be like watching Americans migrate to Mexico, doesn't make sense. (NOTE: I like Mexico and I worked there for years, but it's apples and oranges. So don't go say I'm bashing them, I'm not.)

Thanks in advance.

Well, you can always tweak the immigration mod configuration file to lower the chances that an immigrant unit will be created. I am planning to make some tweaks to the mod to reduce the chances that an immigrant unit will be created even if your city is happy and well fed.
 
Ok thanks for the quick reply, couple of points, ideers (ideas) and stuff.

Would it be possible to have other country Civ Immigates show up once they got within your cultural boundry .. more or less as a moral boost that you have a popular Civ. As with watching your citizen leave is somewhat demoralizing thus the utopian game plan to see if I could change the tide.

If I was a codesmith and/or had time to become/learn/etc one I'd take a crack at designing a advorsor that show the ebb and flow of Cuture and Immigration, but alas I lack the knowledge base and time to fill it. So any volenteers for this task? Any takers... anyone .. hello?

On your last point what is tweaked? What parmameters are adjusted. While I'm all for immigration it's a bit hard to build a large Civ is they are leaving as fast as you build them. But I did notice from following them that the Civ's they seemed to be going to wasn't increasing in size to the degree of the units I had leave. As noted this was a test game to see if I could reverse the flow, which I FAILED to do.

I think (Therefore I am) that this amoungst many of your and other interesting mods could be very interesting as a device to change culture as the influx of other Civs into yours. With special building to appease the immigrate population, like to build "Chinatown" if a city has a large influx of Chinese (Like "Your Cninese Immigate would like a Chinatown.) or a Little Italy for the Italian, etc. just an idea to expand on the immigrate concept.

BTW ... thanks for you hard work and great mods, didn't say that before. You're work does not go unnoticed by me and many others. So Thanks! Thanks a bunch.
 
Yes, but there is a configuration to have immigrants ignore closed borders.
 
surdanis said:
any way to combine your immigration and culture mods together?

thanks

Yes, it should be pretty easy to combine the two mods together... as long as you are familiar with Python and XML...
 
This mod really deserves to be developed further, perhaps it could enhance such projects as Sevomod or Total Realism? A great idea, keep up the good work :)
 
Hey, I want to download this mod, but I want to know first if it would be compatible with Warlords? Thanks.
 
No, the current version is not warlords compatible.
 
Here's an idea/request for your next release, TheLopez:

Religious Immigrants. Perhaps if you have a State Religion, and you have a certain percentage of people unhappy in your city, one of the Non-State Religions becomes "unhappy" and leaves the city, and relocates to another city/civilization.
 
TheLopez said:
No, the current version is not warlords compatible.

I think im seeing people use it in warlords mods....strange eh?
 
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