When in a Civil War, we should not be able to use the Migration Mechanic.

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Johan

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Lots of the stuff you saw yesteday has been changed.

Migrations only take control of territory if they settle with more pops than currently present, and if you move a pop out to colonize a neighbour, there is now a cooldown of 1 year until that city can colonize another.

Ransom prisoner requires you to actually have cash.

Being in deficit is now a ticking penalty to all characters loyalty, and a +25% increase to all powercosts.

Blocking migrations whilw in civil war is also a good idea.
 

Johan

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Awesome Johan for adressing all our grievances. I wonder though I such obvious issues only come up with us viewers with the streams and not the betatesters and all devs constantly playing the game.

Thanks a lot and keep it up :)

Mostly because when you develop or test a game that is not finished, you do not actually play the game at all, because you are busy actually writing the code needed, or testing that things are working according to the design written.

Most of the stuff mentioned was fixed in the hour immediately after the stream, as i noticed the stuff while playing.
 

Chaingun

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I wouldnt mind it if they AI was so smart and able to do it as well. Obviously it isnt, so better remove it altogether. It just feels to tricksy and gamey. When watching it totally felt like cheating.

Eh, it's a question of where to spend the time: Make the AI good at core features or gimmicky tactics that will be nerfed the moment AI starts using them. Migration as it was (before whatever Johan changed today) was OP like heck and it's pretty pointless to make AI for anything that will be changed majorly.