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unmerged(18537)

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0.Acknowledgement
Though there is a very informative Immigration/Emigration and Migration Guide by cookie monster, there're still uncertain/unmentioned factors about migration, immigration/emigration, and assimilation.

I'll write down the result of my experiments. As I use unique settings to ease analysis, you might not see the same result. But still, I hope this will add some tips into your consideration when you play Vicky.
Please note that I won't mention known aspects unless I think it's needed here.

1. Migration
1.1. Factors which affect migraion
1.1.1. Region/Country/State ID
The difference of country tag, region id, and state id doesn't affect migration.

1.1.2. Province ID
Province ID has remarkable effect on migration when distance between provinces are short.
In case of adjacent or nearby provinces, this aspect almost completely dominate the destination.
Under the same condition, the order of provinces migrants move to is always the
same. If all provinces are adjacent, most of migrants move to a paticular province which get the first migrants.
I can't figure out the mechanic on this subject yet.

1.1.3. Distance
1)Nearby provinces is more likely to get migrants. The nearer, the better.
2)Distance has absolute meaning for some culture. (see 1.1.6 below)

1.1.4. Continent
1)Provinces on the same continent is more likely to get migrants.
2)European provinces is least likely to get migrants from other continents.
The penalty is fairly high but can be negated by the same continent bonus.
European provinces have chance to get migrants from other continents however small the chance is and regardless of culture. I observed Swedish migrated from Asia to Europe as a last choice.

1.1.5. Job
Provinces with job opportunities is more likely to get migrants. The more available(unoccupied) slots, the better.

1.1.6. Culture
1)Culture is divided into two group. I'll call them SR(short-range) culture and LR(long-range) culture here.
2)POPs of LR culture can migrate to anywhere in the world.
Various European and Chinese cultures are examples of this group.
3)POPs of SR culture have no chance to migrate to other states if they are beyond their fairly short reach. They're more likely to move to provinces with no available job due to this limitation.
Example of SR culture's migration
---------------------------------
Possible: Venetia to Marseille/Tunis, Kyushu to Shanghai, Bonin to The Marshalls
Impossible: Svealand to Marseille/Tunis, Kanto to Shanghai, Edo to The Marshalls
Yankee and Various non-Chinese Asian cultures are examples of this group.

1.2. Migration Judgement
1.2.1 Home Province
Migration is handled from one province to another. So there is a chance that migrants from the same state will move to different states.
This is paticulary true to SR culture POPs for certain states can't be reached from certain provinces.

1.2.2. Destined State
The destination of migrants is determined at state level. The state which has the highest overall rating always get migrants.
Even if only one province is highly attractive, the whole provinces in the same state benefit from its rating.

1.2.3. Province Allocation
Every province in a selected state has the same chance to get migrants. The final location is chosen randomely.
SR culture POPs can move to the farthest province in the selected state in this manner, even if its beyond their reach.

1.3. Effect on game play
1.3.1. Conquest/Colonial Choice
When you play nations with SR national culture, your must choose your conquest target and position of colonies with more consideration. Unless you take colonies in a stepping-stone manner, no POP can migrate to them.
Also, if you conquer populated provinces with LR culture POPs, there's high possibility that they'll migrate to your colonies ahead of your national POPs and ruin your granting statehood plan.

1.3.2. Industrialization Choice
It'll be very difficult and take time to move SR culture POPs in conquered provinces to your homeland. In this case, you had better industrialize conquered lands instead of your homeland.
If you want to industrialize your homeland heavily, well, conquer Chinese provinces then. They're LR-culture and migrate to anywhere in the world for job.

1.3.3. Local POP management
Sometimes you'll get clerks/craftsmen POP in provinces you get. If there is a chance of assimilation and your natinal culture is LR one, leave them alone. If they're of SR culture with no hope of assimilation and you have no plan to industrialize there/nearby states, convert these POPs to other classes immidiately. It's waste of time to expect them to migrate to your industrialized area.

To be continued...
 

unmerged(28307)

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Would it be possible to list the SR and LR cultures respectively? I wouldn't dream of asking you to make a comprehensive list, but if you could list the ones you know that would be really helpful.
 
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Great list.

1) Does lifequality not have any influence on migration?
2) Will POPs move discretley or will they just move once (ie. will they reconsider their location from time to time and thus be able to cover large distances even if they are SR by nature?)
 

unmerged(18537)

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Lord Orpon said:
Would it be possible to list the SR and LR cultures respectively?

I tested only small selection of cultures in the experiment.

LR culture:
Beifaren, Swedish, North Italian, Russian

SR culture:
Yankee, Japanese, Bengali, Arabic

The result plus my experience told me European and Chinese cultures are LR.
If my speculation is right, the difference of SR/LR culture is also applied to immigration/emigratin. It can explain why certain nations(cultures) are safe from lure of USA.

Sgt. Bulldog said:
1) Does lifequality not have any influence on migration?
2) Will POPs move discretley or will they just move once (ie. will they reconsider their location from time to time and thus be able to cover large distances even if they are SR by nature?)

1) Yes. The higher life rate is , the better. I didn't mention it as it's known factor :)
2) Yes. As I wrote in 1.3.1, you can guide SR culture POPs to desired state if your nation has its territories like a stepping-stone in theory. But it'll take long time.
 
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unknown said:
I
1) Yes. The higher life rate is , the better. I didn't mention it as it's known factor :)

I see :)

But since we now have several factors influencing a migration, it would be really usefull to be able to compare their force. Is there anything in your tests that reveal if e.g. vacancies draw more than liferating? Or in what priority do you think the various factors should be rated?
 

OriginalRafiki

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Nice work indeed. :)

Are you planning to merge your work with cookie monster's, in order to make a "superguide" to migration?

:) Rafiki
 

unmerged(18537)

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Thanks to warm comments. :)

Sgt. Bulldog said:
since we now have several factors influencing a migration, it would be really usefull to be able to compare their force.

Sure. But I'm afraid it'll be difficult to device a solid theorem. I'll test more after other experiments are over.

rafiki said:
Are you planning to merge your work with cookie monster's, in order to make a "superguide" to migration?

Yes. It'll be better to gather various information into one. I hope some native English speaker will volunteer in the editing/merging the documents.

Additional note on migration:
1)Migration is possible through unclaimed land and other nations.
Even a nation at war with yours can't blockade migration.
2)I realized that the short migration range of yankee is the cause of various players' frustratin.
The problem is that assimilated USA immigrants(=yankee) coundn't choose appropriate areas because they are beyond their reach. :(
When I put a factory in Washington and craftsmen in Bangor, Lansing, Tampa, and San Fransisco, only the former two moved to Maryland state.

USA players had better build factories in both east coast(for earlier immigrants) and west coast(for later immigrants).
Also you must accept the fact you can't bring assimilated local POPs from provinces you get outside America.


Next I'll post about immigration/emigration. We know much about what affects immigration and emigration. But there are still some interesting aspects unmentioned yet.
 

unmerged(18537)

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Sgt. Bulldog said:
Is there anything in your tests that reveal if e.g. vacancies draw more than liferating? Or in what priority do you think the various factors should be rated?

In game term, I might weigh various factors in this order.

Conservative: region, continent, job, resource value, life rate, distance
Adventurous: resource value, job, life rate, continent, region, distance


For priority/dominant factor:
I created simplified environment before I began my experiments. The more factors I include, the more difficult analysis will become. Figuring out the order of dominant factors has least priority in my first experiments. It'll take too much time.

Still, I can share my test results with you. I'll write some of them later(in most cases progress of tests are only within my memory. I write only the final result to text file).
 
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unmerged(18537)

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And more. I gathered enough data to tell apart SR and LR culture.
In general, European(including Turkish) and Chinese(excluding Tibetan and Mongol) culture is LR, while the rest is SR.

In case modders plan to rename some culture name and use them in their scenario, they had better consider which type is better suited for added(renamed) culture.

Also, I found that POPs of SR culuture never emigrate. Though I didn't test every SR culture, but it's almost certain.

COMPLETE LIST OF LR CULTURE

tag / display
-------------
ALBANIAN / Albanian
ARMENIAN / Armenian
ASHKENAZIC / Ashkenazi
BAI / Bai
BASQUE / Basque
BEIFAREN / Beifangren
BRITISH / British
BULGARIAN / Bulgarian
BUYI / Buyi
BYELORUSSIAN / Byelorussian
CATALAN / Catalan
CROAT / Croat
CZECH / Czech
DANISH / Danish
DUTCH / Dutch
ESTONIAN / Estonian
FINNISH / Finnish
FLEMISH / Flemish
FRENCH / French
GAN / Gan
GEORGIAN / Georgian
GREEK / Greek
HAKKA / Hakka
HMONG / Hmong
HUIZHOU / Southern Min
HUNGARIAN / Hungarian
ICELANDIC / Icelandic
IRISH / Irish
JINYU / Jinyu
KAM / Kam
LATVIAN / Latvian
LI / Li
LITHUANIAN / Lithuanian
MALTESE / Maltese
MANCHU / Manchu
MIEN / Mien
MIN / Northern Min
MUONG / Muong
NANFAREN / Nanfangren
NORTH_GERMAN / North German
NORTH_ITALIAN / North Italian
NORWEGIAN / Norwegian
POLISH / Polish
PORTUGUESE / Portuguese
ROMANIAN / Romanian
RUSSIAN / Russian
RUTHENIAN / Ruthenian
SEFARDIC / Sefardic
SERB / Serb
SLOVAK / Slovak
SLOVENE / Slovene
SOUTH_GERMAN / South German
SOUTH_ITALIAN / South Italian
SPANISH / Spanish
SWEDISH / Swedish
SWISS / Swiss
TUNGUS / Tungus
TURKISH / Turkish
UIGHUR / Uighur
UKRAINIAN / Ukrainian
WU / Miao
XIANG / Zhuang
YI / Yi
YUE / Yue
COMPLETE LIST OF SR CULTURE

tag / display
-------------
ABORIGIN / Aboriginie
AFAR / Afar
AFRICAN_MINOR / African Minor
AIMARA / Aimara
AINU / Ainu
AKAN / Akan
ALEUTIAN / Aleutian
AMAZONIAN / Amazonian
AMHARA / Amhara
ANDEAN / Andean
ANGLO_CANADIAN / Anglo Canadian
ARABIC / Badawin
ASIAN_MINOR / Asian minor
ASSAMESE / Assamese
AVADHI / Avadhi
AZANDE / Azande
AZERBAIJANI / Azerbaijani
AZERBAIJDANI / Boer
BAGANDA / Baganda
BAGGARA / Baggara
BAGUIRMI / Baguirmi
BAKONGO / Bakongo
BALUCHI / Baluchi
BEJA / Beja
BENGALI / Bengali
BIHARI / Bihari
BRAZILIAN / Brazilian
BURMANESE / Burmese
CAMBODIAN / Maghribi
CARIBENO / Caribeño
CENTRAL_AMERICAN / Central American
CHEROKEE / Cherokee
CIRCASSIAN / Circassian
CREOLE / Creole
DAGHESTANI / Daghestani
DAGOMBA / Dagomba
DAKOTA / Dakota
DINKA / Dinka
DIXIE / Dixie
DRAVIDIAN / Misri
DYULA / Dyula
FAN / Bambara
FANG / Fang
FON / Fon
FRANCO_CANADIAN / Franco Canadian
FULANI / Fulani
FULBE / Fulbe
FUR / Fur
GALLA_ / Galla
GUAJIRO / Guajiro
GUARANI / Guarani
GUJARATI / Gujarati
HAUSA / Hausa
HAWAIIAN / Micronesian
HAZARA / Hazara
HERERO / Herero
HINDI / Bosniak
HOTTENTOT / Lunda
IBIBIO / Ibibio
IBO / Ibo
INDONESIAN / Moluccan
INUIT / Inuit
JAPANESE / Japanese
JAVAN / Javan
KAMBA / Kamba
KANAUJI / Kanauji
KANNADA / Kannada
KANURI / Kanuri
KHAZAK / Kazak
KHMER / Khmer
KHOISAN / Khoisan
KIKUYU / Kikuyu
KIRGIZ / Kirgiz
KOREAN / Korean
KRU / Kru
KURDISH / Kurdish
KWA / Kwa
LAOTIAN / Laotian
LOMWE / Lomwe
LUBA / Luba
LUO / Luo
LUR / Lur
MABAN / Maban
MAKUA / Makua
MALAGASY / Malagasy
MALAY / Malay
MALAYALAM / Mashriqi
MALAYAN / Assyrian
MANDE / Mande
MARATHI / Marathi
MAURES / Maures
MAYAN / Mayan
MELANESE / Melanese
METIS / Metis
MEXICAN / Mexican
MONGO / Mongo
MONGOL / Mongol
MONGOLIAN / Mongolian
MOSSI / Mossi
NAATH / Nuer
NEPALI / Nepalese
NGUNI / Nguni
NORTH_ANDEAN / North Andean
NUBA / Nuba
NUBIAN / Unyamwezi
NYANJA / Nyanja
ORIYA / Oriya
OROMO / Oromo
OVIMBUNDU / Ovimbundu
PANJABI / Panjabi
PASHTUN / Pashtun
PATAGONIAN / Patagonian
PERSIAN / Persian
PHILIPPINE / Filipino
PLATINEAN / Platinean
POLYNESE / Polynese
PUEBLO / Pueblo
PUNJABI / Punjabi
QUECHUA / Quechua
RAJASTHANI / Kashmiri
RAJPUT / Rajput
RUANDA / Ruanda
RUNDI / Rundi
SAN / Berber
SARA / Sara
SENA / Sena
SENUFO / Senufo
SHONA / Shona
SIBERIAN / Siberian
SIDAMA / Sidama
SINDI / Sindi
SINHALA / Sinhala
SOMALI / Somali
SONGHAI / Songhai
SOTHO / Sotho
SOUTH_ANDEAN / South Andean
SUDANESE / Sudanese
SUKUMA / Sukuma
SWAHILI / Swahili
TAJIHK / Tajik
TAMIL / Tamil
TARTAR / Tatar
TEDA / Teda
TELEGU / Telegu
TEXAN / Texan
THAI / Thai
THONGA / Thonga
TIBETAN / Tibetan
TIBOO / Walloon
TIGRAY / Tigray
TIV / Tiv
TUAREG / Tuareg
TURKMENI / Turkmen
URALIC / Uralic
UZBEHK / Uzbek
VIETNAMESE / Vietnamese
WOLOF / Wolof
XHOSA / Xhosa
YAKUT / Yakut
YANKEE / Yankee
YAO / Yao
YORUBA / Yoruba
ZULU / Zulu
 
Last edited:

unmerged(18537)

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2. Immigration/Emigration
2.1. Factors which affect immigration/emigraion
2.1.1. Culture
1)Culture is divided into two group. One is well known and the other is never mentioned. I'll call the latter NE culture here.
2)POPs of NE culture never emigrate regardless of circumstances.
SR culture is seemed to be NE culture, too.
3)POPs of other culture will emigrate following the rule mentioned by various people before.

2.1.2 Country
There is nation-bound midifier which affects immigration/emigration.
1) Certain countries are more likely to get immigrants. USA is the remarkable example benefited from the bonus.
2) Certain countries are more likely to lose populatioin due to emigration.
The following line from readme suggests the presence of emigration modifier:
- Reduced emigration pace from Russia, Austria and the Ottoman Empire.
2.2. Immigration/Emigration Judgement
2.2.1 Destined Nation
Unlike migration, destined nation is chosen randomly from all nations in the world. Of course, attractiveness of each nation is weighed in the choice.
If there is no USA(using USA tag) in 1836, even monarchy with no sosical reform and ruled by party which policy is residence and moralism has a small chance to get immigrants.

2.2.2 Home Province
Emigration is handled from one province to another. So there is a chance that migrants from the same nation will emigrate to different nations.

2.2.3. Destined State
1)The destination of immigrants is determined at state level. The state which has the highest overall rating in the nation will get all immigrants.
2)There is culture-bound modifier which affects destination choice.
In my test using NA USA territory, Beifaren, Turkish, and Russian emigrated to Maryland, while Swedish, Norwegian, and Finnish emigrated to Minnesota.
3)Presence of capital within a state won't affect destination choice.

2.2.4. Province Allocation
Every province in a selected state has the same chance to get immigrants. The final location is chosen randomely.

2.3. Effect on game play
2.3.1. Culture
Now, you don't have to worry over desertion of POPs if they're of NE culture. It will never happen. You still have to be careful not to raise their militancy too high, though. They can rebel against you.

If you play a nation with natinal SR culture and have good chance to get immigrants, you should be careful in your choice of industrializing area. Once assimilated, former immigrants can't travel much distance.

If your POPs have chance to emigrate, always try to keep them as happy as possible. Poverty, Bad policy, unemployment and such will make them abandon your nation.

2.3.2. Hardcoded country modifier
In regular game, you shuld give up attracting immigrants after USA begins to be more democratic.
According to my test, immigration modifer of USA is roughly equal to 500% plurality in WWI scenario(lim. citizenship, pluralism). No nation can overcome this huge advantage.
 

unmerged(18537)

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And sort of FAQ:

How far is the exact reach of POPs with SR culture?
I can't give exact number. But I'm sure it's dependent from number of provinces existed between home and destination.
For example, migration from Khailar to Yumen is impposible for SR culture POP, even though it's only 2 provinces away.
 

unmerged(3084)

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Interesting thread, I like it.

I use internal migration a lot in my games so have some observations that may be useful to you for designing your experiments. I am still playing version 1.00 so you would need to check that any of this is still applicable to version 1.03. Your observations are consistent with mine so I suspect the changes to internal migration have not been substantial.

About the only civilised country I play is Georgia. The remainder are Japan, Siam and Indian satelites. I am certain that whether or not a country is civilised makes no discernable difference to internal migration. Clerks from Africa, Okinawa, Minto and Brisbane will go to Suchumi (Georgia) as readily as they will go to uncivilised Hyberabad or Japan, there is no change when Hyberabad or Japan becomes civilised.

My observations about internal migration of Yankees is consistent with your version 1.03 observations. If I am not a satelite I always take the richest eastern provinces away from the USA. If playing Georgia I like to have those Americans (Yankees and unassimilated migrant including French, Russians, North Germans, South Germans, Poles, Ukrainians and particularly Georgians etc) migrate to Suchumi. Clerks will migrate to Suchumi and anywhere else in Africa, Asia, Australia or Canada. The furtherest I can get American craftsmen to go is Ontario (they won't even go to British Columbia). If an American RGO oveflows then farmers go only to an adjacent province (sometimes across the border to USA, grrr).

I am convinced that clerks will travel further than craftsmen ( and it is certainly much easer to manage exactly which state they will go to, just be sure only one state has job vacancies for clerks).

I like to buy provinces in Australia, New Zealand, British Columbia and Canada so I may release those low value provinces as satelites to pay off the badboy on captured high vale provinces. Before releasing them I like to industrialise them and therefore need to divert migrants to them while preparing them for release. It seems that if there is only a small POP of craftsmen mannng a factory then only a small number of clerks will migrate to that factory. If I demote a batch of clerks to farmers another batch will come which I also demote and keep doing this while those farmers amalgamate. I thn promote the farmers to Craftsmen and a much larger number of clerks are then prepared to migrate to that factory.

It also also seems that if there are too many sources of unemployed clerks and multiple possible destinations then the internal migration tends to completely stop (but the information page in that book will wrongly tell you that migration is ocurring). It seems best to induce migration to only one state at a time (but two works quite well most of the time, anyway there is no way in hell I would contemplate shutting down immigration into Suchumi).

If you wish to populate an uninhabited province then craftsmen are needed, once you have one (promote a large POP to unemployed craftsman in the nearest possible province and cross your fingers) then you can finish the job with clerks. (Obviously you may need to get rid of all other provinces in that state.)

I also find that if I promote a POP of less than about 35,000 then those clerks will not migrate but they will keep migrating until their number gets down to around 16,000. But if you exit the game and restart another day that POP will not continue to migrate if numbers drop below about 35,000.

I know nothing of Europe as I do not play European countries and have no interest in acquiring European provinces (I am not using my badboy or trading stocks to discover that the population has wandered off to America). I did come by a Spanish province in a recent game and was able to cause Spanish clerks to migrate to a factory in Rio de Oro.

It seems that clerks will migrate from any province to any other province (I don't know if they will go to Europe or South America). The only places I have failed to get African, Asian and Queensland clerks to migrate to are Alaska, NorthWest Territories, Panama and southern Mexico.

It is a pain inthe rear end to reverse and manage migration from the provinces taken from USA, particularly Providence. I take Providence first and find that when I take the surrounding provinces controlling migration flows becomes extemely difficult (I normally give Providence to a satelite at that stage).

In my games internal migration usually breaks down completely somewhere between 1900 to 1910, no internal migration at all even though by that time all Dominions have been released leaving Suchumi as the only industrialised province with factories open.

War appears to make no difference to immgration (consistent with your observations). I have few wars and they are usually very short.
 

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Peter Harris:

Johan fixed stuff in later patches

for example: Bengalis no longer leaving India/Burma/Tibet area (ie they're now NEs) so your observations aren't going to be as useful
 

unmerged(18537)

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3. Assimilation
3.1. General rule
3.1.1. What is assimilation?
Full acceptation of foreign people into the society in a country.
Or full adaptation of foreign people to the society they live in.

3.1.2. Target
Every non-national culture POP in every province is subject of assimilation. POPs can be assimilated even in a province where no national culture POP exists.
But there're various factors which prevent assimilation (see below).

3.1.3. Mechanic
Assimilation takes time. Consider there is a sandglass for each POP subject to be assimilated. When the whole sand has dropped, the entire POP will be assimilated.
The sand is refilled when you restart a saved game. So you had better keep playing if you want to assimilate more POPs or you're on the way assimilating large POP. Also, it seems that assimilation won't happen while POP size is decreasing due to migration/emigration.

3.1.4. Result
Assimilation turns a non-national culture POP into a national culture POP who believes in national religion. In case of nations with more than one national culture, the first culture (shown in the left corner) is used.
If there is a national culture POP of the same type or some POPs of the same type are assimilated at the same time, and the assimilated POP is smaller than 10K, they'll merge and form new POP as long as the resulting POP is not larger than 100K.

3.2. Factors which affect assimilation
3.2.1. State/Colony
Assimilation never happens in colonies. If you want to assimilate POPs in a colony, you have to grant statehood there first.

3.2.2. Culture
1) Every culture is subject to be assimilated.
2) Majority of each culture in a province determines if assimilation is possible or not. Assimilation won't happen if the ratio of the POP's culture is equal or larger than 50.1%(a bit uncertain).

3.2.3. POP size
POP size affects the speed of assimilation. The larger, the slower. It'll take more than 4 months to assimilate the largest POP.

3.2.4. Religion
Difference between national religion and POP's religion affects the maximum POP size to be assimilated. Larger POP can be assimilated If their religion is the same.

3.2.5. Minority policies
1) Minority policies affects the speed of assimilation. The more generous, the faster.
2) Minority policies affects the maximum POP size to be assimilated. The more generous, the larger.

3.2.6. Continent
Continent of the province affects the maximum POP size to be assimilated. European provinces are penalized, while American provinces get bonus.

3.2.7. Employment
Employment accerelates assimilation.
1) If there are several unemployed non-culture POPs in a province, only the first 2-3 are treated as the subject of assimilation.
2) On the contrary, all employed non-culture POPs treated as the subject of assimilation.

3.2.8. Country
USA receives great bonus on assimilation speed and the maximus POP size to be assimilated. There might be other nations which get similar bonus or penalty in lesser degree.

3.3. Factors which won't affect assimilation
Form of government, ideology, religious policies, POP type, and the presence of national culture POP won't affect assimilation.

3.4. Assimilation Limit Table
As mentioned above, the maximum size of POP to be assimilated is determined by religion, minority policies, continent, and country(tag).
Here is the whole list of the limitation cap. If the POP size is equal or larger than the cap, the POP won't be assimilated.
NON-USA

Continent / Minority policies / Religion (same/different)
(Full Citizenship / Limited Citizenship / Residence/Slavery)
--------------------------------------------------------------
Europe 2K/300 / 300/300 / 200/0
Africa 10K/2K / 2K/300 / 300/300
Asia 10K/2K / 2K/300 / 300/300
Oceania 10K/2K / 2K/300 / 300/300
America unlimited/10K / 10K/2K / 2K/300

USA
Continent / Minority policies / Religion (same/different)
(Full Citizenship / Limited Citizenship / Residence/Slavery)
--------------------------------------------------------------
Europe 10K/2K / 2K/300 / 300/300
Africa unlimited/10K / 10K/2K / 2K/300
Asia unlimited/10K / 10K/2K / 2K/300
Oceania unlimited/10K / 10K/2K / 2K/300
America unlimited/unlimited / unlimited/10K / 10K/2K

3.5. Effect on game play
3.5.1. Encouraging assimilation
If you want to assimilate more POPs to make them efficient workforce, you had better :

1) Keep target POP size as small as possible through decentralized migration/immigration and conversion.
2) Take provinces with POPs believing in your natinal religion.
3) Elect a party whose minority policies is more generous.

You should be aware that assimilation tends to make number of POPs in a province fewer. Overall efficiency of RGO/factory production might drop against your intention.

3.5.2. Discouraging assimilation
If you want to evade assimilation to keep number of available workforce, you had better:

1) Encourage rapid growth of POP size through centralized migration/immigration and conversion.
2) Take provinces with POPs believing in different religion from your nation's.
3) Elect a party whose minority policies is less generous.
 
Last edited:

unmerged(18537)

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Additional information:
It seems that availability of job(# of vacant slots) greatly influence immigration.
In one test, I put a factory in Maryland in USA and allocated craftsmen POPs to another nation with one culture POP per pronvice rule.
When I started the scenario with opened factory, USA got only 2 POPs despite there were 3 slots left.
Next, I started the scenario with closed factory. Then every LR culture POP emigrated to USA within a month. What a treat.

The result suggests the importance of pre-expansion of factories/RGOs. Though some might consider it's exploit, it might be a good idea to have a closed factory/RGO to attract more immigrants.

Peter Harris said:
I am still playing version 1.00 so you would need to check that any of this is still applicable to version 1.03. Your observations are consistent with mine so I suspect the changes to internal migration have not been substantial.

Thanks for your inputs. I suspects core mechanism is not changed since the first release. (I can't say for sure as I've never played w/ earlier than ver 1.03c.) But details are tweaked here and there.

Here is the examples I salvaged from history log:
- Workers are now more likely to migrate inside a country towards provinces with RGO's with higher demands.
- Reduced the internal movements of "primitives" (no more Tamils in Canada).
- Improved migration target province spread.
- Pops should now migrate internally in a country to its colonies as well.

As ConcordantNexus stated, migration range of SR culture is severely reduced(no more Tamils in Canada). And I'm sure the range is constant regardless of POP type. Now you can't expect Japanese clerks in Hakodate or Okinawa to migrate to industrialized Kinki. If you're careless, you'll promote a wrong POP which has no chance to migrate. Also, POP size won't bar migration now. Unemployed POPs keep migrating until they became no more(0).
 

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I think you wouldnt get that great answers about anything you asked about Vicky 1.5 months after Vicky came out. At least, I came quite a lot later then 1.5 months after Vicky came out, and I have seen Rafiki, Darkrenown and Memnon build up about any documentation about it from the nothing it was...
 

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Strategist said:
I think you wouldnt get that great answers about anything you asked about Vicky 1.5 months after Vicky came out. At least, I came quite a lot later then 1.5 months after Vicky came out, and I have seen Rafiki, Darkrenown and Memnon build up about any documentation about it from the nothing it was...

those guys did a good job. Whatever happened to memnon?