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Sava is offline Sava
King
GO GO GO!
Mar 2001
time: 23:15
  Old Post 26-09-2001 23:02
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Emigration/Refugees Support Apolyton buy from Amazon

I think Civ games need these issues addressed. America is a nation of immigrants and it didn't follow the civ's food growth = population growth model. Well, no one followed that model, but that's a different thread.

I think when large cities are being attacked, people should flee in the form of refugee units that are AI controlled. These units would be a different, reserved color, and would flock to the nearest safe city. This unit type could also be an "emigrant" unit, where if your people are unhappy, starving, or suffering from disease, they would flee the country and go to a nation that accepts immigrants.

Akron is offline Akron
Prince
NJ
Mar 1999
time: 00:15
  Old Post 26-09-2001 23:13
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Help yourself to an AD-FREE life

I always thought the traditional population model based on food was wrong, but it doesn't look like its gonna change any time soon. Hopefully, Civ 4 will have a more advanced population model that includes immigration.

Madine is offline Madine
Warlord

Sep 2001
time: 23:15
  Old Post 26-09-2001 23:26
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Full PM-box? Change here!

I think that immigration and emigration would be good logical extensions of happiness and culture. People would tend to leave cities with low happiness and join happy culturally rich cities. Although I think it would be better handled abstactly than with units.

Iceius is offline Iceius
Settler
Sweden
Sep 2001
time: 06:15
  Old Post 26-09-2001 23:34
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Re: Emigration/Refugees Tired of ads?

quote:
Originally posted by SoulAssassin
I think Civ games need these issues addressed. America is a nation of immigrants and it didn't follow the civ's food growth = population growth model. Well, no one followed that model, but that's a different thread.

I think when large cities are being attacked, people should flee in the form of refugee units that are AI controlled. These units would be a different, reserved color, and would flock to the nearest safe city. This unit type could also be an "emigrant" unit, where if your people are unhappy, starving, or suffering from disease, they would flee the country and go to a nation that accepts immigrants.


Your ideas are intriguing and I wish to subscribe to your newsletter.

Rakki is offline Rakki
Warlord
Sydney, Australia
Sep 2001
time: 15:15
  Old Post 26-09-2001 23:39 Visit Rakki's homepage!
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Inflate your Upload Space

I think another thing that could be interesting is the effects of internal migration.... let's say if there's two cities that you own, and both are about equal size. The difference however is that one of the cities has a much better culture rating (maybe it's your capital) while the other is just crap (you've been busy building military units with it)

Then what should happen is that the inferior city starts losing population (to a minimum so it doesn't actually "disappear"90 to the culturally superior city. This would reflect the tendency for people to migrate to where there's better jobs and opportunities... let's say a 5% chance each turn that a population point decides to head off to the big city - but perhaps increased if the disparity is really really big.

This would apply even to cities from different civilizations..... unless you close the border or something in the diplomacy screen.

d_dudy is offline d_dudy
Prince
MO
May 2001
time: 23:15
  Old Post 26-09-2001 23:46
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Increase Your PM Length

quote:
Originally posted by Akron
I always thought the traditional population model based on food was wrong, but it doesn't look like its gonna change any time soon. Hopefully, Civ 4 will have a more advanced population model that includes immigration.


realize your complaints about civ3 have gone unheeded? start complaining about civ4 today!

i think we need a civ4 forum

jdd2007 is offline jdd2007
King
Cincinnati
Aug 2001
time: 00:15
  Old Post 27-09-2001 00:39 Visit jdd2007's homepage!
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well i think that it would be hard to represent emigration, but civ3 has adressed the issue with the idea that civs with less culture lose cities to civs with more culture...

Asesino_Virtual is offline Asesino_Virtual
Warlord
Buenos Aires, Argentina
Jun 2001
time: 02:15
  Old Post 27-09-2001 01:39
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Do u remember that funny thing in CIV I which when u had a city with a lot of luxuries, others citizens (of other empire) leaved their country to live in your city? Well, this will be implemented in CIV III.









So, problem solved.

Saint Marcus is offline Saint Marcus
King
Scio Me Nihil Scire
Jan 1970
time: 06:15
  Old Post 27-09-2001 13:27 Visit Saint Marcus's homepage!
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Support Apolyton, buy Galactic Civilizations: Deluxe Edition

There is migration, if your culture is high enough citizens from other civs will join yours.

campmajor! is offline campmajor!
Prince
Zoetermeer, The Netherlands
Oct 2000
time: 06:15
  Old Post 27-09-2001 13:35
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quote:
Originally posted by Asesino_Virtual
Do u remember that funny thing in CIV I which when u had a city with a lot of luxuries, others citizens (of other empire) leaved their country to live in your city?


Huh? No, I don't recall that....

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:15
  Old Post 27-09-2001 14:09
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I recall in one game of Civ I, an entire Zulu city (on another continent, that i hadnt even explored!!) defected over to my superior Roman culture!! LOL!! It would have been even funier if they didnt soon after capture it back... along with gunpower...

aaglo is offline aaglo
King
the contradiction is filled with holes...
Aug 2001
time: 07:15
  Old Post 27-09-2001 14:41
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Put an end to popups!

Mr SielunSalamurhaaja (=SoulAssasin in finnish)

I have thought the same idea about refugees... I've done that very much due to the recent situation in Afghanistan.
There were refugees in SMACX; when human faction invaded an alien colony (or vice versa), the population of that colony was reduced to 1, and the rest was turned to refugees = 1 colony pod (=settler) per 2 population units. This could be implemented to the game with milder consequenses. Like population of the conquered city would drop to half with x number of refugees...

Or whatever... I believe that Firaxis has thought of this...

Fresno is offline Fresno
Warlord
Europa
Sep 2001
time: 06:15
  Old Post 27-09-2001 20:03
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Support Apolyton, buy Civilization 2

All former European colonies were built by immigrants. The Old World is formed by migration as well. Without Roman soldiers settling everywhere, French and Spanish would be speaking Celtic today. I agree, refugees and emigration should be in the game as well. However, I don't think it will be done .

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:15
  Old Post 27-09-2001 20:29
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quote:
Originally posted by campmajor!


Huh? No, I don't recall that....


Entire cities would revolt and join your empire....

Trifna is offline Trifna
King
of anchovies
Jul 2001
time: 13:15
  Old Post 27-09-2001 21:21
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Immigration Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I totally agree that the inclusion of the immigration factor would be a big plus. Now, the question is how to do it to be precise enough to be well included, and as general enough to not be complicated... We need to remember that immigration also has effects on culture, which doesn't simplifies the thing.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:15
  Old Post 27-09-2001 21:24 Visit Inverse Icarus's homepage!
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Re: Re: Emigration/Refugees Remove this text

quote:
Originally posted by Iceius


Your ideas are intriguing and I wish to subscribe to your newsletter.


if you're going to quote Homer J. Simpson give him the creit

Faboba is offline Faboba
King
Scotland. I can't be more specific else they'll find me.
Jan 1970
time: 05:15
  Old Post 27-09-2001 21:28 Visit Faboba's homepage!
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Re: Emigration/Refugees Increase Your PM Length

quote:
Originally posted by SoulAssassin
I think Civ games need these issues addressed. America is a nation of immigrants and it didn't follow the civ's food growth = population growth model. Well, no one followed that model, but that's a different thread.

I think when large cities are being attacked, people should flee in the form of refugee units that are AI controlled. These units would be a different, reserved color, and would flock to the nearest safe city. This unit type could also be an "emigrant" unit, where if your people are unhappy, starving, or suffering from disease, they would flee the country and go to a nation that accepts immigrants.


Hmmmmm

They have to think about balance as well as realism.

Think about it - you can make an enemy lose population by just attacking their city whether you win or not. Does that sound like something which can be exploited to you?

Sava is offline Sava
King
GO GO GO!
Mar 2001
time: 23:15
  Old Post 28-09-2001 05:53
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Re: Re: Emigration/Refugees Support Apolyton, buy Call to Power 2

quote:
Originally posted by Faboba


Hmmmmm

They have to think about balance as well as realism.

Think about it - you can make an enemy lose population by just attacking their city whether you win or not. Does that sound like something which can be exploited to you?


It just means that you can't be lazy and leave 2 phalanx in a city when there are enemy armies nearby. Most of Civ combat is done army vs city, where in the real world, most battles are out on a front. As with any type of change like this, there are going to be changes in strategies that you need to think about.

'If I lose some population if an enemy attacks my city, then I should defend the area outside the city so the people would be safe'

Wow what an idea!

Rome never even had troops inside the city, defending it. And it stood the test of time (no pun intended). Present day American cities don't have troops quartered in them. It's more a question of gameplay preference. I prefer more strategy. Troops inside the city should cause unhappiness, not prevent it.

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