Reflecting immigration

PiR

Deity
Supporter
Joined
Jan 25, 2012
Messages
2,002
Colonization is not only about local growth of population. Immigration could be represented.
  1. organized by state: a settler decides to join a city instead of founding a new one. +3 pop
  2. uncontrolled because of attractiveness:
  • a city with +3 amenities or more will gain one pop taken from the closest city of -3 amenities (whatever the civ)
  • every 10 turns, the city with the lowest amenities on the whole map gives 1 pop to the city with the highest amenities (civs have to know each other)
The second type could also have an influence on culture brought by immigrants. The citizen could come with the majority religion from its origin city for example.
 
Colonization is not only about local growth of population. Immigration could be represented.
  1. organized by state: a settler decides to join a city instead of founding a new one. +3 pop
  2. uncontrolled because of attractiveness: a city with +3 amenities or more will gain one pop taken from the closest city of -3 amenities (whatever the civ)
The second type could also have an influence on culture brought by immigrants. The citizen could come with the majority religion from its origin city for example.
There's actually a mod for Civ 6 that simulates this: https://steamcommunity.com/sharedfiles/filedetails/?id=1673810086&searchtext=immigration
 
Immigration is really a missing mechanism in the Game.
I had a similar Idea as yours:

Citizens will start to immigrate to another City once one of the following situations occurs:
- Housing (Health): has reched it's capacity limit and there is no much room for new Citizens (only 1 housing capacity left, in the Modern Era onwards it will be 2)
- Growth: If your Population are starving and there is not enough food for a new Citizen (calculated)
- Happines: your people are displeased, unhuppy, unrest or revolting. (not Enough Amenities)

Once one of these Situations occur, a Citizen would only emigrate, if the City has a Trade route to another City(s) (The City will lose a Citizen to another City upon starting a Trade Route to it (or re-newing an existing one)), that City has enough Housing room (2~3) and Food (Can feed the new Citizen and still left some for Growth) and at least one of the following criterias is met by that City:
- It generates more Science (4/3 more) than the Original City. (People emigrate to advanced Cities that excell in Technologie)
- It generates more Culture (4/3 more) and have more Wonders than the Original City. (People emigrate to Cities with History and that have a remarkable Culture and Landmarks)
- It generates more Gold (4/3 more) than the Original City. (People emigrate to Cities where they hope to get Rich and Wealthy)
- It generates more Production (4/3 more) than the Original City. (People emigrate to Cities where they hope to find Work)

Note: The Citizen will also choose a City based on it's Happiness

If there are more Cities that the original City has Traderoutes to, then it compares all those Cities and chooses the one that excells the most at something (checks also the other criteria as well). i.e City A has 4/3 more science and 5/3 more Production than the original City (other Yields are the Same) and its Citizens are Happy, and City B has 4/3 Gold, 1 Wonder and 4/3 more production than the original City (other Yields are the same) and its citizens are ecstatic. In this Situation the emigrating Citizen will choose City B to emigrate to.

I hope I will manage to mod this, since it seems moddable (Actually, I designed this concept to be moddable).
 
Last edited:
Sure! First thing I would do at Firaxis is sneak peek the DLL for Modders :p

DW, I'll try to mod it, but not before the last NFP Pack comes out. They might add some good stuff that can be useful for this.

And I actually forgot to think about how Loyalty would affect Immigration. Any Ideas?
 
Sure! First thing I would do at Firaxis is sneak peek the DLL for Modders :p

DW, I'll try to mod it, but not before the last NFP Pack comes out. They might add some good stuff that can be useful for this.

And I actually forgot to think about how Loyalty would affect Immigration. Any Ideas?
If a Foreign Civilization puts plenty of Loyalty Pressure on one of your Cities, your Citizens would be more likely to immigrate to one of their nearby Cities. That's all I got for now.
 
Well, if you look at Civ 4, in the mod RFC, America got immigration from other civs and pop gains came with their culture. It was reflected in the %culture of the city:
upload_2021-1-8_14-45-31.png (just reinstalled Civ4 and can't launch RFC :cry::cry::cry:)
We don't have such bar in Civ 6 so I'm not sure.


Maybe the immigrants that bring a religion different than the majority religion should have an impact on Loyalty (it will if the pop brings its own religion). But culture should be more than religion. Not sure how to reflect it in civ 6.

Also, if you think of it, it's not because Latinos are a huge part of USA pop that USA is going to cede cities to Mexico, nor UK to India. So, I'm not sure Loyalty is the right effect. Maybe a pressure (-1 amenity) to change government and have the government of their country of origin? Idk
 
If a Foreign Civilization puts plenty of Loyalty Pressure on one of your Cities, your Citizens would be more likely to immigrate to one of their nearby Cities. That's all I got for now.
Good Idea, Though. I'm not sure if it's possible to mod

Well, if you look at Civ 4, in the mod RFC, America got immigration from other civs and pop gains came with their culture. It was reflected in the %culture of the city:
(just reinstalled Civ4 and can't launch RFC :cry::cry::cry:)
We don't have such bar in Civ 6 so I'm not sure.
Wow, That's Nice! Apparently, Civ is relapsing when it comes to re-implementing good old mechanics. (Can't wait for the teased Health Mod in a Thread here)
It's possible to add New UI elements to Civ VI, so an Immigration/Influence Bar wouldn't be difficult to implement.

Maybe the immigrants that bring a religion different than the majority religion should have an impact on Loyalty (it will if the pop brings its own religion). But culture should be more than religion. Not sure how to reflect it in civ 6.
Yeah, that wouldn't be a realistic approach. Perhaps the Immigrant would just keep his religion. Maybe also triggering the completion of the current researched Civic ( It must be that you have unlocked the Civic to research first, for the Civic to be immediately completed.)?

Also, if you think of it, it's not because Latinos are a huge part of USA pop that USA is going to cede cities to Mexico, nor UK to India. So, I'm not sure Loyalty is the right effect. Maybe a pressure (-1 amenity) to change government and have the government of their country of origin? Idk
An Ideology Systeme would be the better fit for this. Let's hope they're gonna introduce it in the Last NFP Pack (The Devs said that the last NFP Packs are the ones they expect the Players will play with the most, so perhaps...).
 
Last edited:
Fingers crossed!!! Is it confirmed NFP will be the last expansion pack?
Nothing confirmed yet. Although I don't expect there will be another expansion in the future for us, or a part 2 NFP Packs. I think the NFP Packs were the last chance for the Devs to test things out before completely concentrating on Civ 7.
 
Just started an Industrial era start game and this is what I get:

upload_2021-1-9_22-35-13.png

So the first part IS implemented in the vanilla game (NFP). Too bad you don't access this if you start an from older era. Could you useful when settling late-game!
 
So the first part IS implemented in the vanilla game (NFP). Too bad you don't access this if you start an from older era. Could you useful when settling late-game!
If I haven't missed something... Thats a Mod, and not something implemented from the Devs with the NFP. Although you can adjust the Eras/prereqTech/Civic in the files if you want.
 
Still, you can mark it as implemented (doesn't matter if it's from Firaxis are a Modder).
 
How can I can do this? just editing the title?
(although it's just the first part of my initial suggestion that is implemented)
As this is a Civ - Ideas & Suggestions Thread, I will DM you and tell you what to do if that's ok.
 
  • Like
Reactions: PiR
Back
Top Bottom