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Question about Migration Treaty
So, I have a neighboring Peaceful Fanatic Xenophilic empire asking for a Migration Treaty with me. We already have several pacts, so I'm considering it. However, I have a couple questions about how their incoming pops of their species will work.

1. They have Alpine for their habitability, and I have Tundra. My species is Lithoids, however, so I've colonized a couple non-Tundra planets, including an Ocean world and an Alpine. Will the incoming pops primarily go to the Alpine world I have, since it would be the highest habitability for them, or will they just go randomly to my other planets? One of my Tundra worlds was colonized via a Lithoid meteorite, so it would have a 10% habitability for them, and I don't want to deal with that hassle.

2. Will they gravitate towards jobs that they would be decent at? My Lithoids have Industrious, for example. Will the new species take some of the mining jobs away from my Lithoids, or does the AI move them around to be more optimal by taking other jobs the Lithoids don't have the bonus for?
Last edited by jerrypocalypse; Jun 15, 2022 @ 5:33am
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Showing 1-11 of 11 comments
EleventhStar Jun 15, 2022 @ 5:52am 
i think you can see migration push/pull in the pop growth screen.

basically they will try to go to a nicer place and/or a place with a job. (which might be mostly in their empire not yours, especially if they have gaia worlds, better living standads or stability etc) so i wouldn't really expect them to go to a 10% habitability world.

you can increase migration pull by things like exhibit art monument and distributing luxury goods.

you will also be able to use their species in colony ships.
jerrypocalypse Jun 15, 2022 @ 5:57am 
Originally posted by EleventhStar:
i think you can see migration push/pull in the pop growth screen.

basically they will try to go to a nicer place and/or a place with a job. (which might be mostly in their empire not yours, especially if they have gaia worlds, better living standads or stability etc) so i wouldn't really expect them to go to a 10% habitability world.

you can increase migration pull by things like exhibit art monument and distributing luxury goods.

you will also be able to use their species in colony ships.
Thanks. I figured it would be viewable somewhere as far as what planets they're going to, but I haven't accepted the treaty offer yet since if it didn't work the way I hoped, I didn't want to have to break it later. Since it seems habitability plays a part, I think I'll be safe to accept the treaty. I was just worried they'd be going random places and I'd have to deal with poor job output and unhappiness later.
CrUsHeR Jun 15, 2022 @ 8:15am 
Migration simply increases the pop growth speed on your suitable planets, including your own species growing there.

Assuming you provide more vacant jobs and housing than your partners, this is always a net gain for you.
mss73055 Jun 15, 2022 @ 8:32am 
It also leads to xenophile being the base of relations. Relations become more friendly.
jerrypocalypse Jun 15, 2022 @ 8:46am 
Originally posted by CrUsHeR:
Migration simply increases the pop growth speed on your suitable planets, including your own species growing there.

Assuming you provide more vacant jobs and housing than your partners, this is always a net gain for you.


Originally posted by mss73055:
It also leads to xenophile being the base of relations. Relations become more friendly.
Yeah, I have no concerns about the positives (my empire also has xenophile). My main concern was about if I'd need to micromanage what planets they would migrate to in my territory and what jobs they would tend to fill.
Ryika Jun 15, 2022 @ 9:08am 
Migration doesn't really have a noticeable effect on demographics, aside from giving access to species that may not be in your empire yet.

The choice which species grows is largely made based on expected growth from the species, habitability the species has on the planet, and whether a species is underrepresented.

Immigration also slightly increases chances for species to be affected, but it's not a large effect - certainly not so large that a species will ever start growing on a low-habitability world.
AngleWyrm Jun 15, 2022 @ 11:52pm 
I find migration treaties quite valuable. With treaties established, I can create colony ships that are from their race, and colonize worlds that would otherwise not be worth it.
ScreamCon Jun 16, 2022 @ 12:13am 
Originally posted by AngleWyrm:
I find migration treaties quite valuable. With treaties established, I can create colony ships that are from their race, and colonize worlds that would otherwise not be worth it.
Combo'd with an egalitarian build and you can make them governors rulers of their sector too ! Tell the universe that race doesn't define an empires borders, that right give it to the xeno !
jerrypocalypse Jun 16, 2022 @ 5:09am 
Originally posted by ScreamCon:
Originally posted by AngleWyrm:
I find migration treaties quite valuable. With treaties established, I can create colony ships that are from their race, and colonize worlds that would otherwise not be worth it.
Combo'd with an egalitarian build and you can make them governors rulers of their sector too ! Tell the universe that race doesn't define an empires borders, that right give it to the xeno !
Yeah, this sort of why I ended up accepting it (they're fanatic xenophile and mine is normal xenophile). I don't get any real colonization benefits as far as variety of worlds goes, simply because they prefer Alpine and I'm Tundra, so Alpines are also 100% for me due to being Lithoid. With all the other pacts and agreements I have with them, I ended up calling off the migration treaty so I could up my influence gain a little, and increase my Lithoid population growth. The emigration penalty from my generator/mining colony caused by the treaty was bothering me. So I'm going to stick to Lithoid only for a few more years before retrying the migration treaty with them.
mss73055 Jun 16, 2022 @ 5:16am 
If you have like species you can opt for xeno-mixing.
This way you get a 20% growth boost and will make 2 species into 4 (a xenoist happiness pip).
jerrypocalypse Jun 16, 2022 @ 6:28am 
Originally posted by mss73055:
If you have like species you can opt for xeno-mixing.
This way you get a 20% growth boost and will make 2 species into 4 (a xenoist happiness pip).
That requires an ascension perk, right? Doesn't that also tank performance in longer games because of the exponentially increasing number of new mixed species?
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Date Posted: Jun 15, 2022 @ 5:31am
Posts: 11