Stellaris

Stellaris

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Automatic Pop Migration
 
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0.469 MB
Jan 6 @ 10:47pm
Jan 19 @ 5:03pm
12 Change Notes ( view )

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Automatic Pop Migration

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In 1 collection by The Dadinator
The Dadinator Mods for 2.2
7 items
Description
Is manually shifting around pops that are out of work and homeless getting you down? Want to get back to conquering the galaxy? This mod will find new planets for your out of work homeless pops so you don't have to.

Features
  • Turn on or off Automatic Pop Migration from the decisions panel on your capital world.
  • Policy to determine if only targeting unemployed and overcrowded pops or all unemployed pops
  • Policy to set habitability preference - either the default 60% minimum or allow any habitability
  • Only resettles pops that are allowed to migrate.
  • Also works for machine empires where migration is not allowed
  • Cost per pop approximates resettlement cost which is defined at a job category level and is influenced by certain traits, civics, and traditions and will cost from 12.5 - 225 energy per pop .
  • Finds new planets based on best habitability and won't move pops to planets with less than 60% habitability, if set by policy.
  • New planets must have available housing and jobs.
  • Can use a planet decision set a single planet as the preferred location for pops to move to. This costs 25 influence and 1000 energy to set. Planet must still have a habitability of greater or equal to 60% for the pop to move there if set by policy.
  • Can use a planet decision to set planets to have a research, mining, food, or energy focus at the cost of 10 influence per planet. Pops that have traits that boost these jobs will be more likely to settle there.
  • Can use a planet decision to migrate Toilers from Thrall-Worlds at the cost of 10 influence per planet.
  • Can set a planet as not allowing pops to migrate in the context of Automatic Pop Migration.
  • Moving occurs on the 3rd of the month to lessen the strain on 1st day of the month game processing.

Compatibility
No vanilla files were harmed in making this mod.
Compatible with Stellaris v2.2.* (Le Guin)

If you like this mod, please come back to rate and favorite.

Without rating this mod it's much harder for others to find it. If you have feedback, please leave it in a comment below.

Bugs, Feedback and Suggestions
You can post comments here or in the Discord channel for my mods[discord.gg]. I take all constructive feedback and suggestions seriously.

Patch Mods

Other Mods for 2.2+
  • At War: Planetary Cannons - Tired of sitting passively while your enemies bombard your planets? Build some planetary cannons to fight back!
  • At War: Starbase Improvements - Do your bastion citadels feel underpowered when fully built out? This mod improves citadels, giving them large weapons as well as providing better weapon batteries and heavy defense platforms. Don't leave your systems unprotected.
  • At War: Advanced Ship Sections - Need more advanced carrier ships at the cruiser, battleship and titan classes? Need a stronger missile cruiser? Want your long range ships to fire at a greater distance? A few extra techs can give you a stronger naval fleet.
  • Back to the Drawing Board - Don't like the tech choices given to you by your scientists? This mod gives you ten times for each research branch to have them try again.
  • Empire University - Spend energy to hire the leaders you need.

Thanks to the Stellaris User Mod forum and the Discord Stellaris Modding Den for all the help and support.
[discord.gg]
Popular Discussions View All (1)
1
10 hours ago
PINNED: How it works
The Dadinator
< >
161 Comments
Aye_Aye_Sir 9 hours ago 
thx,Mr.Mouse doctor.
daroule1982 9 hours ago 
Sorry I saw the description pin after I wrote that. My bad. Good work!
The Dadinator  [author] 9 hours ago 
@daroule1982... the description, images, and pinned discussion all point to how to get it working. Not sure what else I can do.
daroule1982 10 hours ago 
Oh that's good to know.... I was having the same problem. Is there anyway for you to make the some of those options only show on the capital so people aren't so confused? ~respectfully speaking of course. I was about to give up on it thinking it was incompatible with 2.2.4 .
The Dadinator  [author] 12 hours ago 
@DF - did you turn it on with the capital world decision?
DF 12 hours ago 
Guys, it seems to have stopped working for me since the patch. I had pops move before but now they are not moving. I have the credits and I have the jobs available, I've set it to 'any habitability' (just in case) and 'unemployed only' - housing status is irrelevant. My main pops don't have migration controls. I've put the decision on in my homeworld, and I've made a world (the 1st League Ecumenopolis) the primary migration target. But... nothing happens.

Do pops only move to jobs of the same stratum? As in, can unemployed workers jump over and become specialists? Maybe that is the chokepoint? But they aren't moving anywhere else, so I am not sure that this would be the case.
Gren Jan 20 @ 8:19am 
This is a great mod - well maintained too. Thank you Dadinator..
Isbjorn Jan 20 @ 7:39am 
Oh my god thank you.

I'm installing this and I really hope it works because this has been one of my major gripes with the new patch.
The Dadinator  [author] Jan 19 @ 5:09pm 
@OuO - latest update is out... added an option to disallow pop migration from a planet (from the mod's perspective) and decluttered the decision window with focus now being set in an event window.
OuO Jan 19 @ 8:54am 
@The Dadinator I understand that the default mode ignores under 60% for resettlement targets, but I only want resettlement to happen from certain planets that I designate (e.g. 0% planets used only to grow pops).