After reading through the Dev Diary #17 on migration as well as the AAR thread, I've developed some concerns about how migration is portrayed in Victoria 3 both from gameplay and historicity perspectives. While the mechanics outlined in the dev diary appear to do an excellent job of portraying the economic and political "push" and "pull" factors behind historical migration, I think it over-emphasizes the role of political turmoil in prompting mass migration and misses several critical features of historic migration:
Contrast this to the picture of Mass Migration painted in the Dev Diary and AAR's:
In order to make migration more historically accurate and less overpowered, I'd propose that migration should cost pops money (possibly based on the transport cost and/or technology) and that the presence of migrants in a country should add to the attraction. This would make migration more a long-term strategy where it starts slow and focused in nations with good sefaring capacity like Britain, and then expands in the mid/late game thanks to cheaper transport technology, better financial technologies to fund trips, and the increased pop wealth from industrialization. It would also replicate the historic advantages the US and Canada enjoyed without giving them gamey modifiers as in Victoria 2, while leaving open the potential to make other countries migration targets through a longer term process of trying to improve their transport capacity and attract some "seed" migrants to get the ball rolling on chain migration.
The second gameplay issue with migration is that, as in Victoria 2 and Stellaris, since pops are power migration is by far a benefit exclusively to the receiving country. In terms of raw production power, you always will want to maximize migration to you and minimize migration from you. While there may be some benefit politically to letting angry radicals leave, there's no economic benefit. This is where return migration and remittances could come in handy; if some of your pops would migrate back at a higher wealth, education, or class migration could be an effective way to bootstrap your economy. Imagine playing as a poor country with lots of pops such as Italy, Russia, or China; sending out migrants could be a good way to trade low-value serfs for high value landowners, inventors, or machinists, as happened historically. This would make migration less a zero-sum game and more a two-way street where both the sending and receiving nations can benefit from it.
Finally, while it may have not been showcased, based on the AAR's there appears to be little sociopolitical blowback from accepting a large number of immigrants. It should be obvious why this doesn't make sense historically. Regardless of the factual merits (or lack thereof), in gameplay terms there should be a pushback to mass migration on economic (cheap foreign labor stealing our jobs!), religious (Papists! the horror!), and cultural/racial lines (see stereotypes of the Chinese in the 19th century US). If you're building your industrial nation on the backs of mass immigration, it should come with commensurate political costs both to better represent the actual difficulties that were involved, and to balance out the massive benefit you can get from migration for gameplay reasons.
TLDR:
To ssummarize, I think the devs have a good start of a migration system, but it needs some more nuance to it both to better portray migration and to better balance out the gameplay. Making it expensive for pops to migrate, especially early game, and including the effects of migration networks would help introduce more realistic flows and make migration a slower, more long-term strategy. Meanwhile, introducing return migration and increasing the political instability caused by accepting immigrants would help balance migration by adding economic incentives for nations to send out immigrants and increasing the risk of accepting them.
- Migration was expensive: It cost a lot of money to obtain transport (especially transatlantic), concentrating migration among "those with transferrable skills and enough resources to emigrate. Those with resources such as land were not constrained by poverty but they had less incentive to move; on the other hand unskilled labourers were often more constrained."
- Previous migration facilitated future migration: people were more likely to go to a country if their family or neighbors had already moved there, forming migration networks that affected both international and domestic migration.
- Return migration was significant: While the majority of migrants remained in their new country, a significant fraction, as many as a third in the US, returned back to their home country. Typically they would immigrate, make some money or get an education in the new country, and then return home to enjoy a better standard of living than they did previously. Remittances to the home country were (and are) also a big economic factor.
- Migration was (is) a highly charged political issue: which shouldn't be a surprise to anyone who hasn't been living under a rock the past decade. Immigration was a source of major political turmoil in nations, with nativism on the one hand and political coalitions dependent on the immigrant vote on the other.
Contrast this to the picture of Mass Migration painted in the Dev Diary and AAR's:
While this does a good job of capturing the political/economic push/pull factors, I think it places too much importance on turmoil and absolute instead of relative poverty in terms of enabling migration. If you look at the gross migration rates from western Europe in 1870-1910 (Bertocchi, Table 1) there isn't a clear correlation between the two; among the highest are the relatively stable Italy, Britain, Norway, and Sweden, while the lowest are France (hardly a picture of stability) and Germany. Great Britain, with its relatively high wealth and political stability was per capita the largest source of global migrants in the timeframe of the game. Based on the Canada and Lippe AAR's however, it appears that migrants can come from pretty much anywhere that allows for it and go anywhere that will take them. Within a decade they'd easily gotten massive population increases by constructing some buildings to make good-paying jobs available, making gaming migration somewhat overpowered and ahistorically easy.Mass Migration can happen when a particular culture experiences Turmoil, which is a product of having a large number of radicalized pops... Migration Targets are more likely to be created if the Pops in the culture have a low Standard of Living and high Literacy, and particularly likely to be created if there is widespread starvation among the Pops of that culture.
In order to make migration more historically accurate and less overpowered, I'd propose that migration should cost pops money (possibly based on the transport cost and/or technology) and that the presence of migrants in a country should add to the attraction. This would make migration more a long-term strategy where it starts slow and focused in nations with good sefaring capacity like Britain, and then expands in the mid/late game thanks to cheaper transport technology, better financial technologies to fund trips, and the increased pop wealth from industrialization. It would also replicate the historic advantages the US and Canada enjoyed without giving them gamey modifiers as in Victoria 2, while leaving open the potential to make other countries migration targets through a longer term process of trying to improve their transport capacity and attract some "seed" migrants to get the ball rolling on chain migration.
The second gameplay issue with migration is that, as in Victoria 2 and Stellaris, since pops are power migration is by far a benefit exclusively to the receiving country. In terms of raw production power, you always will want to maximize migration to you and minimize migration from you. While there may be some benefit politically to letting angry radicals leave, there's no economic benefit. This is where return migration and remittances could come in handy; if some of your pops would migrate back at a higher wealth, education, or class migration could be an effective way to bootstrap your economy. Imagine playing as a poor country with lots of pops such as Italy, Russia, or China; sending out migrants could be a good way to trade low-value serfs for high value landowners, inventors, or machinists, as happened historically. This would make migration less a zero-sum game and more a two-way street where both the sending and receiving nations can benefit from it.
Finally, while it may have not been showcased, based on the AAR's there appears to be little sociopolitical blowback from accepting a large number of immigrants. It should be obvious why this doesn't make sense historically. Regardless of the factual merits (or lack thereof), in gameplay terms there should be a pushback to mass migration on economic (cheap foreign labor stealing our jobs!), religious (Papists! the horror!), and cultural/racial lines (see stereotypes of the Chinese in the 19th century US). If you're building your industrial nation on the backs of mass immigration, it should come with commensurate political costs both to better represent the actual difficulties that were involved, and to balance out the massive benefit you can get from migration for gameplay reasons.
TLDR:
To ssummarize, I think the devs have a good start of a migration system, but it needs some more nuance to it both to better portray migration and to better balance out the gameplay. Making it expensive for pops to migrate, especially early game, and including the effects of migration networks would help introduce more realistic flows and make migration a slower, more long-term strategy. Meanwhile, introducing return migration and increasing the political instability caused by accepting immigrants would help balance migration by adding economic incentives for nations to send out immigrants and increasing the risk of accepting them.
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