In the past, we had pops physically migrating between planets. Currently we have a modifier to pop growth.
I much prefer the former model, where pops migrated based on their circumstance.
A - MIGRATING POPS
1. Unemployed or very unhappy pops flag themselves as 'considering migration'.
2. After 3 to 6 months, if no job materializes, or happiness doesnt improve, the pop flags themselves as 'actively seeking migration'. Only if more pops than lower limit for planet, or migration allowed policy.
3. The pop will only migrate if an active opportunity presents itself, see immigration.
4. When a pop migrates, all other pops on the planet have their migration status reset.
5. Players can encourage or discourage migration through policies and decisions.
6. Well managed planets will therefore see lower migration than poorly managed planets (crime, stability, hab).
B - IMMIGRATION and MIGRATION OPPORTUNITIES
1. A planet can actively create a migration opportunity by having open jobs, and a migration allowed policy.
2. The cost of migration can be drawn from the sector budget or stockpile.
3. Thus immigration will be limited by available jobs and budget.
4. Players can encourage migration to specific planets by decisions (consumer goods, food, credits) or even opening the planet to immigration regardless of available jobs. (Decision to creates x temp jobs, which expire after 12 to 24 months).
C - MONTHLY ALGORITHM
1. If migration opportunities > 0 and migrating pops > 0
2. Select all migrating pops, sorted in descending order of planet stability, pop happiness.
3. For each pop in Migrating list
- - - select the best opportunity (policy + job + jobtype + housing + decisions + hab) weighted appropriately.
- - - move the pop to destination planet, and close the opportunity.
- - - Remove all other pops from source planet from the migration list.
- - - Reset migration status for remaining pops on the source planet.
This way, only 1 pop can migrate at a time, with unstable planets having first bite at the cherry, and an a 3-6 month cooldown on migration for each planet. By only migrating one unhappy pop at a time, the remaining pops happiness has a chance to sort itself out over time, especially if due to overcrowding or lack of amenities or crime.
This should generally take care of basic population management, as long as there are free jobs and available budget, without accidentally draining a planet. There will be enough time to respond to issues where planets are seeing undue levels of migration.
This will NOT obviate the occasional need for forced resettlement.
EDIT: Special cases.
1. Robots, Droids may not have happiness, but could be subject to forced resettlement.
2. Livestock, trophies, grid amalgamated would probably not have migration rights, but could be subject to forced resettlement.
3. The threshold for "unhappiness" could probably be related to ethics, difficulty level, planet decisions, policies, etc.
4. The cost for forced resettlement (especially of citizens in a free society) could be increased.
I much prefer the former model, where pops migrated based on their circumstance.
A - MIGRATING POPS
1. Unemployed or very unhappy pops flag themselves as 'considering migration'.
2. After 3 to 6 months, if no job materializes, or happiness doesnt improve, the pop flags themselves as 'actively seeking migration'. Only if more pops than lower limit for planet, or migration allowed policy.
3. The pop will only migrate if an active opportunity presents itself, see immigration.
4. When a pop migrates, all other pops on the planet have their migration status reset.
5. Players can encourage or discourage migration through policies and decisions.
6. Well managed planets will therefore see lower migration than poorly managed planets (crime, stability, hab).
B - IMMIGRATION and MIGRATION OPPORTUNITIES
1. A planet can actively create a migration opportunity by having open jobs, and a migration allowed policy.
2. The cost of migration can be drawn from the sector budget or stockpile.
3. Thus immigration will be limited by available jobs and budget.
4. Players can encourage migration to specific planets by decisions (consumer goods, food, credits) or even opening the planet to immigration regardless of available jobs. (Decision to creates x temp jobs, which expire after 12 to 24 months).
C - MONTHLY ALGORITHM
1. If migration opportunities > 0 and migrating pops > 0
2. Select all migrating pops, sorted in descending order of planet stability, pop happiness.
3. For each pop in Migrating list
- - - select the best opportunity (policy + job + jobtype + housing + decisions + hab) weighted appropriately.
- - - move the pop to destination planet, and close the opportunity.
- - - Remove all other pops from source planet from the migration list.
- - - Reset migration status for remaining pops on the source planet.
This way, only 1 pop can migrate at a time, with unstable planets having first bite at the cherry, and an a 3-6 month cooldown on migration for each planet. By only migrating one unhappy pop at a time, the remaining pops happiness has a chance to sort itself out over time, especially if due to overcrowding or lack of amenities or crime.
This should generally take care of basic population management, as long as there are free jobs and available budget, without accidentally draining a planet. There will be enough time to respond to issues where planets are seeing undue levels of migration.
This will NOT obviate the occasional need for forced resettlement.
EDIT: Special cases.
1. Robots, Droids may not have happiness, but could be subject to forced resettlement.
2. Livestock, trophies, grid amalgamated would probably not have migration rights, but could be subject to forced resettlement.
3. The threshold for "unhappiness" could probably be related to ethics, difficulty level, planet decisions, policies, etc.
4. The cost for forced resettlement (especially of citizens in a free society) could be increased.
Last edited:
Upvote
0