665 ratings
Emigration
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.037 MB
Dec 22, 2012 @ 10:10pm
Sep 22, 2013 @ 6:57am
3 Change Notes ( view )

Subscribe to download
Emigration

Subscribed
Unsubscribe
Description
People migrate between cities seeking a better life. Migrants are attracted by happiness, productiveness and policies. Develop your empire and your rival's citizens will leave their homeland for your prosperous country.

English and Russian languages are supported.
Brave New World expansion is required.


What's new in v 5?
  • local happiness and prosperity indicators added to the city view.
  • local happiness now factors prosperity.
  • no emigration to starving cities anymore.
  • immigration penalty added to the Order policy to make it less powerful.
  • cooldown period increased to 12 turns.
  • a major bug resolved which caused CTD.

Mechanics
For each city a prosperity value is calculated each turn. It is composed of empire's happiness, local (city) happiness, number of social policies and productivity. Productivity is a sum of various city's outputs (food, production, faith, great people points etc) divided by number of citizens. The formula is: 0.1 * happiness + 0.1 * localHappiness + 0.2 * productivity + 0.05 * numberOfPolicies. For every city there is a chanse that at the next turn one of its citizens will move to another city which has a higher prosperity value (if such a city exists). This chance depends on the current era and the source city's population. If there are more than one possible destinations for emigration, preference is given to relatively more prosperous and closer cities. For cities of the same civilization distance is not considered so, all other conditions being the same, internal migration is more likely.

Gameplay
Positive happiness matters much more, so balancing at the 0 happines level is not a viable strategy with this mod, as you will begin to lose your citizens to your neightbours. More happiness is better. Infrastructure also factors migration so tall empires get an advantage over less developed wide ones draining their population (especially with all those great people improvements which output is doubled with the Freedom finisher). Main thing here is to get enough happiness to support high-population cities as for a tall empire it is harder to get luxuries.

The best way to magnify the immigration rate is to increase your empire's happiness (1 prosperity point (pp) = 10 happiness). Second effective is ifrastructure development (1 pp = 5 avg output per citizen). And getting more social policies gives you another but quite a small prosperity bonus (1 pp = 20 policies). Exception is for the Freedom: adopting it gives you the whole 1 additional pp. Also, building the Statue of Liberty will help to attract more immigrants from abroad: distance to your cities will not be considered, as if they were migrating inside their own country.

To reduce emigration from your cities adopt Autocracy. This halves emigration probability. Or declare war on your rival: people cant emigrate to empires you are at war with. Order policy is an opposite and has an immigration penalty.

Details and special rules
  • Migrations are less likely early in the game because of the era modifiers. Emigration reaches its full strength when you enter the Industrial era. Maximum migration distance also rises with the current era too.
  • Between two emigration events from one city there is a minimum 12-turn (for the standard speed) span.
  • Emigration from bigger cities is more likely.
  • There is no emigration from city-states but emigration to them is possible though is not very likely as they usually have low happiness.
  • Your cities get -1 pp penalty for being unhappy and -2 pp for being very unhappy.

The mod's discussion thread at civfanatics.com
http://folu.me/Emigration
275 Comments
< >
Cafenol Jul 1 @ 5:39pm 
an idea: immergrants after industrail age should cause extra unhappiness and each ideology should have an extra policy to combat it. unemployment in a city should have a super negtive effect. essentially citizens of a native civilization are looking for employment at industrial area... or something.
Demon of Razgriz Jun 28 @ 2:54pm 
I used to use this mod, but then all anyone did was flock to my capital, where all my wonders were.
Rufusthehound Jun 12 @ 12:18pm 
Hello @İmam-Blurb
▉▉▉▉▉▉◤┳◥▉▉▉▉▉▉
▉▉▉▉▉◤┳┻┳◥▉▉▉▉▉
▉▉▉▉◤┳┻┳┻┳◥▉▉▉▉
▉▉▉◤┳━┳━┳━┳◥▉▉▉
▉▉◤┳┃┈( ͡° ͜ʖ ͡°)┈┃┳ ◥▉▉
▉◤┳┻╰━━━━━╯┻┳◥▉
◤┳┻┳┻┳┻┳┻┳┻┳┻┳◥
İmam-Blurb Jun 4 @ 1:53am 
Order of The Illimunati? Seriously? I attack any civ that adopted Illimunati instantly.
IronfistXIII May 26 @ 11:20pm 
When will this mod be multi-player capable? I'd love to mess with a friend of mine by using this mod.
Aelma_z May 11 @ 3:01am 
I agree with Silvan 78!
azgarus Apr 26 @ 7:55pm 
real people migrate in large numbers only in case of war or starvation
Silvan78 Apr 15 @ 6:23am 
Ah, also an idea; imigrants shoudl carry their religin with them :) ANd there should be way to block or restrict e/imigration. Especially in more developed times (open borders req or something).
Silvan78 Apr 15 @ 6:22am 
It's not flagged "SupportMultiplayer". Is there a reason in mod design why it would not work in Multi? I'm using JdH Mod manager, and it doen not allow mod to load due to that setting. I can change it is modinfo, but would like to know it there's a catch behind this setting?
manekk Apr 2 @ 10:52am 
First of all thank you for this mod, it does add something really new to the game and stays in the Civ spirit. I agree however with Boobafestu - toning down would do good to this mod. The best mods add valuable features to the game, but not turn the game upside down. The idea is great, the mod is cool and adds a feature that in my opinion should have been included in the original game, but it just works too strong. I have changed the cooldown to 25 rounds, but it doesn't fix the problem of too much of an impact on the gameplay.