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This would not seem to be a realistic depiction of what refugees (well, "refugees") actually do.
See: Germany, Sweden

Sounds pretty realistic by modern standards. "Internally displaced" people and those taking shelter just beyond the border are always more numerous than those who actually try to make it to safety.
 
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Wars and planetary purges could certainly cause migration of refugees on a high scale. Anywhere away from the aggressor would be preferable. A question on my mind here would how accessible and common are civilian interstellar capable ships to the general populace?
 
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Yes, I'd love it, specially if it is also for internal migration. Depopulated border regions with militaristic raiders, like the Ukraine and southern Russian regions in the 14th and 15th centuries? Yes please.
 
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well i mean, modern day migrations look like that because of identifiable factors that wouldnt neccisarily be a part of stellaris.
put yourself back into medieval europe, you live in tours and shit-is-going-down. the first islamic empire is bearing down on your doors and you believe your township is in harms way, and you are also one of the privileged few who isnt a serf or soldier of some sort, you have the resources to flee.
where do you flee, paris, or arab toledo?
Is Arab Toledo:
A) Provisioned with a massive welfare state that will give me a free house?
B) Full of extremely attractive women?
C) Implausibly xenophilic?
The answers to these questions will determine my answer to yours.

As an aside, you do remember we're talking about Stellaris, not CK2, right? I expect Stellaris migrations - encouraged by nuclear bombardment or not - to look a lot more like modern ones than like "Umayadd, bro?"
 
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This would not seem to be a realistic depiction of what refugees (well, "refugees") actually do.
See: Germany, Sweden

I'm sure refugees would feel content enough to know they are a few light-years away from the front line without having to put themselves at the mercy of a different species.
 
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This might be possible to do with just an event. Empire A is at war and triggers a silent event (they don't get a message) that triggers events for all other nearby empires that are currently at peace and own open planets that species from Empire A can live on. Each is given the option to take in refugees and if any accept then Empire A is informed that one or more of their pops have moved to planets belonging to those other empires thanks to the war. The events instantly transport some compatible population from Empire A's planets to the planets belonging to the empires that accepted.

On the other hand, an actual mechanic to model this would be even cooler.
 
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I fear that this thread will be the victim of much social commentary.
 
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Remember: your opinions on sensitive political matters like this are very very likely to be locked in the thread, as only blind appreciation of that what is going on at the moment is allowed. Especially in germany / sweden.
So please let us stay at topic and only take references to sci-fi and fantasy migration, as i´m on of those folks who actually wants to see such a mechanic ingame.
 
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Each pop is like a 1-2 billion people.
The sheer amount of traffic and such they would need to access...

And what happens if the empire they flee to refuses?
Do the 1 billion pops vanish?

It might work in that if war weariness/purges are going on prompts events amongst non-xenophobe empires around the conflict about refugees approaching, and they have the choice to forcibly keep them out, accept case by case, or open borders entirely, and then POPs start to move. Each one affecting their POPs happiness, relation to other empire, and amount of immigration.
 
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Sounds pretty realistic by modern standards. "Internally displaced" people and those taking shelter just beyond the border are always more numerous than those who actually try to make it to safety.

And furthermore intranational refugees are almost never counted as such, specifically because they didn't cross any borders. There are no refugees from the US, but there are people who have been forced to flee their homes and a lot more people who move because of social persecution, which is the barest definition of refugee.
 
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Thinking about this:

To model refugees properly, you have to model populations moving slowly through different regions, seeking a home. That means you have to model mass civilian populations aboard fleets of civilian ships and hastily-enlarged mobile space habitats. That means, in turn, you need to model the resource needs of a travelling population and a fleet which has no established bases.

This means that this feature belongs in the space nomads expansion pack, if there is one.
 
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Murmeldjuret

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Thinking about this:

To model refugees properly, you have to model populations moving slowly through different regions, seeking a home. That means you have to model mass civilian populations aboard fleets of civilian ships and hastily-enlarged mobile space habitats. That means, in turn, you need to model the resource needs of a travelling population and a fleet which has no established bases.

This means that this feature belongs in the space nomads expansion pack, if there is one.

It would be amazing to see them migrate away and form their own empire somewhere with a colony if nobody accepts them.
The diplomatic crisis that would ensue.
 
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Oscot

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To model refugees properly
This isn't Advanced Population Dynamics Postgraduate Class, y'know.

For each pop that would be killed by nuclear bombardment, roll a dice.
Those that roll over $NUMBER count as having fled, roll another dice.
$SECOND_NUMBER determines which one, from a list of nearby planets, the pop turns up on.
Done.

Add a weighting function for pops preferring planets of similar ethos / similar race / high wealth if you've got time to kill.
 
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SacremPyrobolum

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This isn't Advanced Population Dynamics Postgraduate Class, y'know.

For each pop that would be killed by nuclear bombardment, roll a dice.
Those that roll over $NUMBER count as having fled, roll another dice.
$SECOND_NUMBER determines which one, from a list of nearby planets, the pop turns up on.
Done.

Add a weighting function for pops preferring planets of similar ethos / similar race / high wealth if you've got time to kill.
You say that as if properly fleshed out features aren't a good thing. We should expect more from our purchases.
 
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This isn't Advanced Population Dynamics Postgraduate Class, y'know.

For each pop that would be killed by nuclear bombardment, roll a dice.
Those that roll over $NUMBER count as having fled, roll another dice.
$SECOND_NUMBER determines which one, from a list of nearby planets, the pop turns up on.
Done.

Add a weighting function for pops preferring planets of similar ethos / similar race / high wealth if you've got time to kill.

That's a perfectly sensible solution and, had I not seen Battlestar Galactica, I would be entirely behind it.
 
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Oscot

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You say that as if properly fleshed out features aren't a good thing. We should expect more from our purchases.
On the one hand, your unwillingness to be short-changed by my Lazy Dev Tactics does you credit, but on the other hand, I don't really see there as being anything missing from the system that I proposed.
I guess a little speech bubble coming off the Pop when they land that says "Gibs!" would be nice, but I wouldn't go burn down Paradox HQ for its absence.
 
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I'd love to see this as an event or a small mechanic. Let players decide how to address it with a couple options.
 
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