Please help me with foriegn refugees

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Marshall Thomas

Lt. General
10 Badges
Jun 20, 2005
1.603
17
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis: Rome Collectors Edition
In my current game, I'm receiving lots of refugees as the result of foreign conquest from a war I'm not involved in. I had just recently colonized a Gia planet and they're all going to this one planet. This planet now has about -20 housing and 20 unemployment!

This species of refugees has really good traits (+10% to all science and another +15% to society research). So I'm glad to have them, but I can't build buildings or districts fast enough to manage the housing deficit or the unemployment.

I did give them the utopian living standard, which seems to be worth it despite the heavy cost in consumer goods (now all these unemployed pops create science -which, as I've already mentioned, they have great bonuses for and unity). By the way, do my other races (especially my original one) resent that these new refugees have higher living standards than they do?

Also, there is a new faction with pops only from this Gia planet (led by the governer of this gia planet), who are authoritarian (my empire is democratic). Their approval is very low (5%) and I don't really understand how factions work so I don't know how much of a problem this could become. I did surpress them as their happiness was already almost as low as could be, so the -20% happiness was only -5%.

These refugees have full citizenship. Also I have force immigration prohibited.

Thanks in advance for any thoughts.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
Well, you could turn off the refugee policy. Although this won't please the xenophile faction, at least you won't get any more. Can you also turn on resettlement? That'd be another faction hit, likely.

With UA on I don't think you need to worry too much about the unemployment or the housing. Just build up the planet like any other. Pops will start migrating elsewhere due to the lack of housing (emigration push), but that's what you want to happen anyway.

Don't worry too much about the authoritarian faction. Having a few pops with bad views is petty likely in the late game, and doesn't hurt you much as long as you don't have a lot of factors promoting the popularity of that ideology. You can see those in the factions screen.
 

DukeLeto42

Field Marshal
75 Badges
Mar 24, 2016
4.142
7.068
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Gold Edition
  • Cities: Skylines - Parklife
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Green Cities
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
*Gaia (sorry, but I can't help myself)

Given that you have such a deficit, there should be a large emigration push to other worlds, assuming you have worlds available. Make sure to upgrade your government building so it stops registering as a new colony and gains a major malus to any growth (possibly beyond the actual pop growth rate, which should lead to a decline in those pops). The current conditions will make the world fairly angry and unstable, but it should be fine for the few years you will need to stabilize the situation. With forced immigration prohibited, you can't just spend energy to solve your problems, but so long as they have free movement rights, they will largely take care of themselves.

If the population is small and much of it is unemployed (which sounds like this situation), utopian abundance is very good to ensure your pops aren't useless. Though it is a bit strange, your pops will not mind the favoring of another species.

Factions:
  • Based on the living standard you are using, I presume you are egalitarian. This means you will never make authoritarians happy.
  • Factions give influence based on how happy they are and what portion of the population they represent. Your authoritarian faction will never give you influence (because it won't be happy), so suppression doesn't make you lose out (though it does cost influence)
  • If the planet where most of the authoritarians are is critically unhappy, you may want to leave it for the moment. Pops have a base happiness of the faction's happiness (or 50% if there is no faction), modified by any empire or planetary features (so any empire-wide bonuses or maluses, as well as local impacts like, say, not enough housing). The suppressed authoritarian faction will be super unhappy, and if concentrated on one world may cause the planet's stability to dip into the danger zone (when the red fist icon appears). So, if you need to buy time to stabilize housing, stop suppression for a short while. The faction itself won't do anything, but you probably want to avoid a planetary rebellion. Of course, with -20 housing your pops may be at 0% happiness no matter what you do...
  • In past versions, faction suppression would never fully remove factions, although this may have changed. If you're going to suppress, start ASAP. The very existence of the faction causes a small degree of tendency of pops towards it, so early suppression keeps it small and prevents it from sapping more of your influence.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
Make sure to upgrade your government building so it stops registering as a new colony and gains a major malus to any growth (possibly beyond the actual pop growth rate, which should lead to a decline in those pops).

It's a tradeoff, though. Upgrading the capital reduces immigration pull, but increases local population growth. Depending on what's going on in the rest of the empire, upgrading might increase growth on that planet. Still, I'd upgrade anyway, since the planet can probably use the amenities.
 

rubert

Major
71 Badges
Dec 31, 2010
795
1.281
  • Stellaris: Nemesis
Unhappy factions aren't too bad now as I think even at low happiness they give only -10% happiness penalty to the pops belonging to the faction. With utopian or welfare living standards the pops should be happy enough even if their faction is unhappy. Suppress the faction if you have spare influence, use welfare or utopian living standards and the authoritarian faction shouldn't grow too much or be problematic. Make sure to avoid electing the leader of the authoritarian faction as your empire's ruler.

Deep Space Black Sites on your star bases in colonized systems add further stability and government ethics attraction.
 

Blurb

Major
36 Badges
Feb 22, 2018
700
70
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Impire
  • Leviathan: Warships
  • Stellaris - Path to Destruction bundle
  • Magicka
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II
It sounds very strange that refugees are flocking to a planet that offers neither jobs nor homes.
In a sensible world, refugees would distribute across your worlds according to the same rules as your internal migrants:
Only planets with positive net immigration pull will receive migrants, and migrants are then distributed according to these planets relative amount of net immigration pull.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
It sounds very strange that refugees are flocking to a planet that offers neither jobs nor homes.
In a sensible world, refugees would distribute across your worlds according to the same rules as your internal migrants:
Only planets with positive net immigration pull will receive migrants, and migrants are then distributed according to these planets relative amount of net immigration pull.


Anyone know how refugee destinations are determined? From what I've seen they seem to go to new colonies, but that could just be an artifact of new colonies being more common in my empire when refugees came in.
 

DukeLeto42

Field Marshal
75 Badges
Mar 24, 2016
4.142
7.068
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Gold Edition
  • Cities: Skylines - Parklife
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Green Cities
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
Build a wall.
spacewall.jpg
 

DukeLeto42

Field Marshal
75 Badges
Mar 24, 2016
4.142
7.068
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Tyranny: Gold Edition
  • Cities: Skylines - Parklife
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Green Cities
  • Stellaris: Distant Stars
  • Imperator: Rome Deluxe Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Sign Up
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
Anyone know how refugee destinations are determined? From what I've seen they seem to go to new colonies, but that could just be an artifact of new colonies being more common in my empire when refugees came in.

I think Refugees go to the planet with the most empty space that has the most habitability. They often end up on your Ecumenopolis.

I would guess (and this would be nothing more than a guess) that they head for the planet with the highest immigration attraction. That would often include colonies because all "new" colonies (which I believe is just defined as "reassembled ship" instead of having the full lvl1 government center) gives a massive immigration pull. Of course, an ecumenopolis also has the massive housing and employment to have a strong attraction.
 

Aed

Captain
44 Badges
Nov 23, 2013
424
190
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Cities: Skylines - Green Cities
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Imperator: Rome - Magna Graecia
Well, you could turn off the refugee policy. Although this won't please the xenophile faction, at least you won't get any more. Can you also turn on resettlement? That'd be another faction hit, likely.
Does this actually work though? In my single species empires i use the citizens only Refugee policy, which should in theory result in no refugees as the eligible pops can only be found in my empire. Yet I still get this event from time to time when someone is purging elsewhere in the galaxy.
 
Last edited:

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
Unhappy factions aren't big deal. They just don't give you very small amount of influence and givew -10% happiness penaly to it's member pops. Something not worth bothering if it's a small minority.