Maybe Lower Migration Rate Off of Capital Worlds?

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RWA05

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So, I've run into a bit of a problem with migration in 1.5. Earth's population is for some reason desperate to escape, no matter their happiness, and since I'm playing as "the good guys" (egal/xenophile/mat) I have migration treaties and free movement, and can't stop this. Earth is continually on propaganda broadcasts and land of opportunity, and there are still 2 permanently unworked tiles, and one that's 'worked' by a growing pop.

So I would suggest toning down the special effect that makes pops on the capital planet want to leave so badly, as at least in my case, it's become pretty problematic. I haven't been able to build an empire capital-complex, despite having had the tech for years, and similar.
 

Derp

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I like the new migration but the empire complex thing is definitely an issue. I think it'd be better to just remove the 15 pop requirement.
 

TheArchduke

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Same here, United Nations really can´t build an Empire Complex anymore.
 

Ex Mudder

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Same problem here, almost no migration off capital in 1.4, and now I have 2+ unworked tiles on my homeworld at any given time, plus some guy moving off to an unimproved tile on a colony world. I'm going with Sedentary next time to slow this down.
 

CocoCincinnati

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The change log notes for the update says:
* Only a single Pop can now be migrating to a planet at any given time

Which apparently doesn't mean what I think it means because I see more than 1 pop migrating to a planet all the time.
 

B3ndolf

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i have noticed this problem too, my homeworld is never full and takes ages to even get close once you start colonising.

on the one hand its good because your colonies tend to upgrade from their colony ship shelters much quicker but on the other hand it means my core worlds get to a certain pop level and then sit there for the rest of the game never filling up because everyone wants to move to the rim worlds in my sectors.

not sure there is a good solution to this problem.......or even if it is a problem......

the not being able to build your empire capital complex is a major problem they need to solve though. having said that i would suggest moving your capital to a bigger planet and building it there instead as a work around for the problem.
 

Siven80

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I always thought migration attraction was based off happiness, capital planet and habitability. Which meant it was very very rare that my pops would migrate away from my capital.

So when i noticed that my capital planet pops where almost lining up to migrate away i found it really odd.

I think its a bug? At least i hope it is otherwise its really annoying and i guess i didnt understand the migration mechanic after all.
 

Mcwynne

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While I do like that people migrate to new colonies (fills them up quicker and makes the empire feel more alive) there seems to be some weird priority order in place making the capital loose population much quicker. Unless I am imagining thing, it would be nice to have the migration spread out more (and also let med steal more foreign pops hehe)
 

Sheriff Godwin Law

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I like the current immigration mechanic, always having a couple of unused tiles on your world will optimize your population growth.

Still, I can't help but thinking it might be buggy in some way. Like a Coco Cincinnatti mentioned

The change log notes for the update says:
* Only a single Pop can now be migrating to a planet at any given time

This does not seem to be working as advertised. If it were then once your capital got low enough or your second and third worlds got high enough, you'd find them sharing the load more in terms of launching people to new worlds..
 

Cagliostro

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Really what there ought to be is some sort of 'stacked pop' thing, where you can produce more population than you have tiles for, but the population cannot produce anything and wants to migrate. Then you could have worlds properly utilized, but still have migration.

I mean, it is unlikely for the most part that deliriously happy employed people would move to some random weird planet, even if the option was open. But if Earth was at 16/15, and there was no job or services for the 16th person, it makes perfect sense that they would find a new home.
 

TheArchduke

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Maybe a quick little mechanic where the empire complex if built turns things around and raises migration to the homeworld by a lot?

It is the centre of an Empire.

It is great that people go off to the new colonies right at the start, but at the end it is a bit much. Especially if a do good neighbour sucks of your egalitarian pops with his happiness.
 

Alblaka

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The change log notes for the update says:
* Only a single Pop can now be migrating to a planet at any given time

Which apparently doesn't mean what I think it means because I see more than 1 pop migrating to a planet all the time.

I think that it's bugged and only limits one pop migrating PER SPECIES, because indeed in my uniform empire, only 1 pop migrates.
And this pop always comes from the Capital, presumably because it's the first planet checked by the algorythm to determine migration. (Which would as well explain this capital depopulation issue, albeit I'd argue it's not even that unrealistic.)

However, in one my games, in one instance, I had a colony fill up with 5 pops of the same species, at once. I did not 100% check whether they all had the same traits though (and I was running multiple sub-species of my species for various habitations), thus they might have been 5 different subspecies.
 

Variton

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I've noticed this problem too and came to the forums to make a thread about it. In mid-game colonized worlds seem to fill to pop limit immediately and this is causing some problems as to gameplay and immersion IMO:
- Old worlds struggle to keep populations (still have only a few old world at max or near max pop). Despite population happiness etc. This creates problems already discussed (depletion of old worlds lead to building empire complex hard and also maxing output of an old world comes harder).
- New Worlds tend to fill immediately to max pop, despite not having any attraction buildings built. This breaks immersion for me. No slow development and not really incentives to build immigration attraction buildings, edicts, art project etc
- People also leave for new worlds in other empires, making the immigration/emigration battle mostly dependent on colonization rate of new worlds.

I do not know whether happiness, immigration attraction etc have effect on this and to what extent, but immigration SEEMS to be bugged, or at least built so that it doesn't fit MY perception of what is an interesting and working game mechanic.
 

th3freakie

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Having this problem too. Solution: capital of UN is now in the Sirius system.
 

Variton

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I think that it's bugged and only limits one pop migrating PER SPECIES, because indeed in my uniform empire, only 1 pop migrates.

I've experienced multiple pops on different old worlds migrating to same new world (also from outside empire). So I think it is now implemented as: Max one population migrating FROM a planet at any given time. Never seen two pops going out from single planet at the same time.
 

Promethian

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The thing is, in terms of overall growth each planet grows separately, so you want pops moving off your capital that is always on the verge of being full. It means you have full pop growth on more planets. The migration is a bit of a micromanagement annoyance early on but its a significant growth bump overall for your early game.
 

Alblaka

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Max one population migrating FROM a planet at any given time.
That is not a change, but how Migration always worked. It was never possible for more then one pop to migrate away from a planet at any given time.

Which implies the patchnote was supposed to limit arriving migrants.

Which seems to not work at all.

Which is just another case of 'did noone in QA consider actually TESTING THAT CHANGE'.
 

Tokolosk

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Oh this is annoying me to no end. I chose Syncretic Evolution where you start with two species. In the beginning I had migration turned off for the subservient pop which meant they started heavily outnumbering my main species. If I didn't intervene I would end up with a situation where my capital planet is 100% subservient (which I found rather ironic).

There is also the issue where growth is split between species based on the amount of existing pops on the planet of that species. Long story short, I end up having to relocated pops, breed them on a planet, relocate them back, etc.

Perhaps a planet-specific edict to prevent pops migrating to or migrating away from the planet? It could even go one step further based on citizenship, etc.