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Posted here on VickyWiki

===What's immigration===

The act of immigrating; the passing or coming into a country
for the purpose of permanent residence.

===How do I get immigrants?===

Ahh the immortal question. This guide will attempt to de-mystify immigration.

===Form of Government===


As in the real Victorian period people left Europe and Asia for the Democracy of the New World.
Vicky is also modelled this way.

You will receive as a Constitutional Monarchy very few immigrants. As a Monarchy,Presidential/Proletarian Dictorship you will receive none.

Democracy is what is required.

===Ruling Party===

Immigrants prefer Liberal or Socialist ruling parties.

You can get immigrants as Conservative if your the USA.

Socialist parties are generally available after 1880.

===Minority Policies===

Immigrants prefer that you are:-

===Limited Citisenship===

Citisenship is unequally divided in a system where the least favoured have all rights but voting rights.POPs in colonies cannot vote.

===Full Citisenship===

All citisens have the same rights. POPs in colonies can now vote.

===Religious Policies===

I am unaware of what influence/penalty there is between the policies. I presume Pluralism is better than Atheism.

===Social Reforms===

Immigrants will show a preference to countries with high social reforms unless you are in debt. So the more reforms and better quality, the higher your chance.I never enact working hours reform as it lowers my industrial score too much. The reason for the debt situation is to prevent Uruguay becoming No1.

===Plurality===

Such an important part of the game. As a Democracy it can be your best friend. As a Monarchy your worst enemy.

Further information can be found here. [[The_Big_Three]] and here [http://victoria.nsen.ch/plurality_FAQ/ Plurality FAQ]

We need high Plurality as soon as possible. The way to do it is to be Liberal when the inventions fire for "Ideological Thought" plurality will increase by 20%. When Socialist parties are available I like to change, so to also get the +20% plurality bonus.

===RGO's===

Immigrants being inherently materialistic like high value RGO's. Nothing attracts them more than GOLD!

A high value (5.0) Precious metals RGO with open slots is what we need.

Immigrants are also attracted to Silk and Sulphur RGO's.

If you dont have these RGO's you should ''aquire'' them.

===Factories===

Even still immigrant Craftsmen and Clerks love GOLD!

You should have ''available'' factory slots for your new immigrants. In Vicky available means possible employment opportunity. The factory does not have to be open.

===Location,Location,Location===

Not just the mantra of home buying, it also applies here.

Countries which have their capital in the America's have a bonus to immigration.

Countries in Europe can only receive non-European immigrants in the colonies. A POP once outside Europe will never return.

The life rating of a province also has an effect. USA having some quite high values.

===Requirements in short===

Democracy

Liberal or Socialist Party

Limited or better Full citisenship party

All social reforms bar maximum working hours at good level

High plurality A.S.A.P

GOLD!!GOLD!!GOLD!!

Factory slots ''available''

America's based capital better

==Emigration==

=== What's emigration? ===

People migrating from a country for another.

=== How do I prevent emigration ===

The key to emigration prevention is control of militancy. All POPs with a MIL of +4 are in the emigration draft. You need that MIL down and fast.

There are various ways to lower MIL. All of which are covered well [http://victoria.nsen.ch/wiki/index.php/The_Big_Three#Militancy/ here]

==Migration==

=== What's migration ===

Movement of people from one area to another in the same country, usually to find work.

=== What benefit is migration ===

Industrialisation is expensive. More pops in fewer states means less railways and fewer factories. Concentration of Capitalists can give great gains in productivity to a country. Also statehood can be granted in colonies as soon as your national POPs are a majority in one province of a state. An industrialised Dutch Java is quite an acheivement.

=== How do I do it? ===

POPs are converted to craftsmen and give no employment opportunites in their state. There can be factories but they must be fully ''manned''. Closed factories also cannot exist. Factories can prevent this strategy from working therefore they must be deleted in the save game.

Poor taxation is raised until unemployed craftsmen are only receiving 100% subsitenance goods.(The top one)

When they have no cash reserves they will then migrate to a ''potential'' employment opportunity. If no opportunities exist in the homeland they will seek work in the colonies.

Using POP migration you can fill high value RGO's and factories as you desire.

To migrate farmers and labourers from the homeland to a colony you must overspill the RGO so that some are unemployed they will then migrate to a high value RGO overseas.

And here ends this guide.

Any comments, additions welcome.
 
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laissez faire is an important part of attracting immigrants, why, i do not know.

for a simple test, start a GC as France, set taxes to zero. under orleanise or whatever the party is called, you will get tonnes of immigrants, especially to algeria. change the party to republican, and you will get none.

both the orleanwhatever party and the republican party are liberal, one is laissez faire and the other isnt. further more, the republicans have full citizenship and orleanwhatever isnt it.

ive noticed this happen not only with france, but many countries with laissez faire parties. laissez faire seems to attract alot more immigrants. i havnt really looked into it, but maybe it has something to do with the pops ability to important consumer goods cheaper?
 

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eiderdown said:
laissez faire is an important part of attracting immigrants, why, i do not know.

for a simple test, start a GC as France, set taxes to zero. under orleanise or whatever the party is called, you will get tonnes of immigrants, especially to algeria. change the party to republican, and you will get none.

both the orleanwhatever party and the republican party are liberal, one is laissez faire and the other isnt. further more, the republicans have full citizenship and orleanwhatever isnt it.

ive noticed this happen not only with france, but many countries with laissez faire parties. laissez faire seems to attract alot more immigrants. i havnt really looked into it, but maybe it has something to do with the pops ability to important consumer goods cheaper?
This is a nice conundrum - immigrants like social reforms, but prefer to be governed by parties that can't grant them!

The guide above makes no mention of tax and tariff settings in terms of attractiveness of a country. Do these make any difference to where immigrants end up?
 
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oxmonsta

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One more thing that should be added to cookie monster's excellent guide:

Unemployed POPs are less likely to emigrate when you have the "unemployment benefits" social reform enacted.
 

Gwalcmai

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Nice guide.
 
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Thanks for the feedback.

gamer42_au said:
This is a nice conundrum - immigrants like social reforms, but prefer to be governed by parties that can't grant them!
The guide above makes no mention of tax and tariff settings in terms of attractiveness of a country. Do these make any difference to where immigrants end up?
Yep with careful vote manipulation we will overcome the conundrum!
Tax and tariffs do not influence immigration in my experience.
oxmonsta said:
One more thing that should be added to cookie monster's excellent guide:

Unemployed POPs are less likely to emigrate when you have the "unemployment benefits" social reform enacted.
Copied and pasted. Thanks.:)
MarkShot said:
I am not sure if this was motivated by some comments which I made in another thread, but, in any case, thank you!
Well we all know the repetitive questions. So I thought I would tackle some I was confident on. When are you writing your first? :D
 

unmerged(20628)

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Rafiki directed me from this thread ( The Victoria General Discussion FAQ (comment thread) to here, so allow me to post an observation regarding domestic migration, but it might apply to foreign immigration as well. :)

-migration and pop merging:
Domestic migration (possibly foreign immigration as well?) to a state with empty factory slots seems to be distributed across *all* provinces of the state. Pop merging otoh only occurs when the to-be-merged pops are small, of the same culture (and religion??) and if they are in the same province.

Since numerically larger pops work more efficiently, I have found it useful to select states with 3-6 provinces as centres of industrialisation because the arriving migrating pops are spread across less provinces which will in turn cause more pop merging. The result is less numbers of arriving pops, but they are numerically stronger.

This seems to be especially useful in the early game when you have only a few machine parts (and therefore can build only a few factories) but a lot of unemployed smaller pops. The disadvantage of this strategy is that it takes some time for large pops to migrate completely to the emplyoment opportunity, if you have enough large craftsmen/clerks in a state together it might be more useful to give them a factory straight away.

Conversely, building factories in states with a lot of provinces will lead to migrants arriving in many provinces. Pop merging will also occur, but you are left with many smaller working pops who work at less efficiency and need more factory slots to be employed.

Playing as Russia, my newly built fabric factory in a 4-province state attrated domestic migration and had several 50.000+ craftsmen waiting to start working. When I built a factory in the Moscow state (9 provinces or something like that), the migrants arrived as several 10.000+ pops, distributed across all provinces in that state.
 

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It's kind of late, but I'd like to make a comment.

cookie monster said:
=== How do I do it? ===

POPs are converted to craftsmen and give no employment opportunites in their state. There can be factories but they must be fully ''manned''. Closed factories also cannot exist. Factories can prevent this strategy from working therefore they must be deleted in the save game.
If the POPs are converted to clerks instead of craftsmen they are much easier to control. First of all, it doesn't matter if there are open factory slots in the home state, clerks ignore them as long as there are no craftsmen assigned to them. Factories cannot be closed though, IIRC. Second, clerks don't move to just any factory like craftsmen. Instead they always prefer open factories with assigned craftsmen and an open clerk slot. All in all, your POPs are easier to move as clerks rather than craftsmen.
 

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Depends on how well you treat your population, though. Clerks seem to find it much easier to run into a cash reserve, and they won't migrate if they have cash.
 

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Gwalcmai said:
Depends on how well you treat your population, though. Clerks seem to find it much easier to run into a cash reserve, and they won't migrate if they have cash.
True, but a reasonable taxation combined with limited use of capitalists early on should take care of that. Personally I've had very little problems with it.
 

unmerged(9673)

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oxmonsta said:
One more thing that should be added to cookie monster's excellent guide:

Unemployed POPs are less likely to emigrate when you have the "unemployment benefits" social reform enacted.
Thanks oxmonsta for the tip. Now I have the answer to why it is my pops are not running to fill my empty RGO and factory slots. I thought that might be the problem, but had hoped it wasn't. Well it seems I am gonna have to rethink my social reform strategy regarding :eek:.
 

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TAX level

Tax levels are important as Immigration source.

When You tax your POPs at >50% the minorities will leave your country. the same with AI. As AI taxes poor usually at 100% there is a big source of immigrants for the new world.

As for France and I presume other Europeans, they DO recieve immigrants but ONLY from Europe - from countries like Austria, Russia and Ottomans with lots of minorities.

Immigrants go to the province with highest priced RGO, RGO richness doesn't matter (1.0 Gold mine is the same as 5.0 gold mine). Documented USA Alaska also put suspiction on life rating importance as California is much better.
Also when soldiers migrate they don't go to the same province as crafsts and clerks and farmers. They ususally go toward capital state although as France I have them in Val de Loire and as USA in New York as well.

Internal migration is also directed to high valued RGO - like silk but IF you have silk in colonies too - they will go there first. England in GC Vanilla get lots in India tabacco province of Machullipatnam (or something like that).

laisser-faire is the most important .
I recieved immigrants EVEN as MONARCHY playing RUSSIA (!!!) with westernizer party(liberal, laisser-faire), also as FRANCE with both CONS MON and PRESIDEN DICT when ruling party is liberal, laisser-faire.

Plurality also counts especcially if you instituted reforms.

Reforms do count.
But in my point of view this is incorrect historically as main purpose of reforms was not to attract immigrants but TO PREVENT PEOPLES LEAVING TO NEW WORLD. In the Vicky it is just opposite.

Lucellus
 

orwell

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cookie monster said:
==Migration==
=== How do I do it? ===

POPs are converted to craftsmen and give no employment opportunites in their state. There can be factories but they must be fully ''manned''. Closed factories also cannot exist. Factories can prevent this strategy from working therefore they must be deleted in the save game.

Poor taxation is raised until unemployed craftsmen are only receiving 100% subsitenance goods.(The top one)

When they have no cash reserves they will then migrate to a ''potential'' employment opportunity. If no opportunities exist in the homeland they will seek work in the colonies.
Does it matter if your other state is on an island? I've been taxing a craftsmen POP for months now, no money, and I have an open factory on Sardina. All factories are filled elsewhere.
 

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How about assimilation?

I just played a GC as South Africa and started getting lots and lots of immigrants, but they stayed whatever their original European culture was. But since my 65%+ liberal party was Residence in their minority policy, I could only really work with my very small populations of British and Dutch POPs. It would have been nice if some of the immigrants would have assimilated, so I could have had a larger military and better industrialization. As it was, I got to 7th World Power with all three victory categories in the 5-8th range, but a higher core population would have been nice.
 

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Hagie Sophia said:
How about assimilation?

I just played a GC as South Africa and started getting lots and lots of immigrants, but they stayed whatever their original European culture was. But since my 65%+ liberal party was Residence in their minority policy, I could only really work with my very small populations of British and Dutch POPs. It would have been nice if some of the immigrants would have assimilated, so I could have had a larger military and better industrialization. As it was, I got to 7th World Power with all three victory categories in the 5-8th range, but a higher core population would have been nice.
The problem is your party. With a full citizenship party, they would assimilate a lot.
 

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How about Limited Citizenship?
 

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  • Crusader Kings II
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • War of the Roses
Have a look at the Vickywiki there is a table there. I think the limits for lim.cit is much smaller than full.cit.