Maybe Lower Migration Rate Off of Capital Worlds?

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Variton

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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'.

Ah, did not notice that before. In that case this is a clear case of bug report.

EDIT: been too long away from forums. Do not have access to forum areas where game specific bug reports should be filed...
 

RWA05

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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.

I've basically ended up in this situation but with robots. Every food and mineral tile on Earth is worked by droids, which is how I staved this off for awhile, but now I can either wait for synths (who will probably just start migrating) or be kinda screwed.
 

Meathim

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Doing the Land of Oppurtunity edict on the capital seemed to curb the emmigration a bit. I didn't reach 15 pops, I did that first after an extended period of not settling anything else and rushing food.
 

Tokolosk

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Still it's a bit silly if you have to use Land of Opportunity on your home planet to keep people from migrating to lower-habitability, lower-happiness planets.
 

Variton

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It kind of gives a boost to not colonizing too early, building up your Capital world abit first. In that manner it helps out late expanders a tiny bit.
It would, but the best buildings that require 15 pop on capital are mostly not available early game.

Still it's a bit silly if you have to use Land of Opportunity on your home planet to keep people from migrating to lower-habitability, lower-happiness planets.
For me this is mostly an immersion question: Struggling to get full pops on old worlds but getting full pop immediately after colonizing on new ones does feel off.
 

Secret Master

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I kind of agree. My capital is eerily empty. I have many free (maybe 5) tiles and growth is barely keeping up with migration.

I'm not getting nearly that much migration off the capital, and I'm colonizing new planets within 5 years of game start. I don't see that kind of migration later, either.

I do seem to have a single perpetually open tile with a growing POP in it, but that's not unusual.

Not using slavery at home, either.

What am I doing different?
 

nathelbiya

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I haven't played much with free migration before, so I don't know how it was before. This way fills new colonies really fast, as apparently as soon as a new colony is established, one pop from each already built-up planet starts to move there.
 

grandad1982

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I'm not getting nearly that much migration off the capital, and I'm colonizing new planets within 5 years of game start. I don't see that kind of migration later, either.

I do seem to have a single perpetually open tile with a growing POP in it, but that's not unusual.

Not using slavery at home, either.

What am I doing different?
Not sure. In running an egalitarian, pacifist, xenophile race with happiness and adaptability traitd and civics so they are pretty happy anywhere. It's early game so I've only recently opened my 3rd planet, and on top of that I'm expanding slowly so I can get plenty of early traditions. I recently cleared all the tile blockers but before that I was still stuck at a seemingly stable 2 or 3 empty tiles. Pop growth was around 1.35 a month till I got my second planet and it dropped to 1.19 not sure what it is now.

I'm going to try doubling or tripling my food surplus to see if I can out grow my current situation.
 

Gnostiko

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Playing as generic United Nations, I too found it irritating getting a 'building inactive' pop up every few months because pops would always migrate from Earth.

Then again....

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