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5.4 Custom Protection: Open with "Flight" after building the Aerodrome. This building reduces the success ratio of spies' missions regarding immigrants. Spies can now perform new missions to create chaos regarding immigrant populations in that city. These missions include disrupting buildings, poisoning food or water systems, setting fires, inciting revolts, etc.
5.2 Gendarmerie Station: This unit tries to prevent immigrants' loyalty pressure and creates a gendarmerie unit after a few turns. This unit can capture immigrants at a rate of one population for each gendarmerie unit, and the captured immigrants' population can be moved by the capturing player, who can send them back at any time or keep them as they would a captured spy. gendarmerie unit will be lost after acquired 1-population immigrant.
5.3 Border Patrol: Immigrants can no longer enter the borders. Gendarmerie units can accept or reject them. Unless players are friends, immigrants count as brain drain or expats, so they have lower loyalty to older players and are more loyal to new players. They're civilized.
4. for example if the population is 4 in the city and the additional immigrant population will be settle there with 5, the city will lose loyalty to the older player and become independent first. then will demand to connect other player by time. another example if population numbers different and skewed for other player, the city will create revolt units if the loyalty keeps dropping below 50%.
5. New district customs: (1) Immigration Office, (2) Gendarmerie, (3) Border Patrol, (4) Customs Protection.
5.1 Immigration Office: The first building in this district neutralizes immigrants for only one population. If the immigrant population is 3, the population will increase by 3, but the city will be affected as if it were 2.
I have some great ideas for enhancing this mod and bringing new, fun, and chaotic mechanics to the game. I hope you can upgrade it at some point.
1- Immigrants can move and settle in other players' or AIs' cities. Soldiers or workers cannot capture or stop them from moving to earlier ages, and they can move illegally across borders. They don't care about border agreements between players.
2 - When they settle in another player's city, the immigrants keep their original beliefs, so they remain loyal to the original player. This creates a new messy situation.
3. A new emigrated city will get extra population, which can be used as normal, however, the city will lose some loyalty with every turn. Cities' newer religions will mix with the immigrants' beliefs. Player who got extra population will try to adapt immigrants for themselves by using policy cards, converting religions, improving culture and science buildings etc but it'll be hard to manage for earlier ages.
此模组的上位替代:服役与退役。
痛点:(1)前期征服防叛乱/新城市派人口铺区域的时候,需要迁移大量的人口,但此时要生产数十个移民,操作很繁琐,
(2)文艺复兴以后,城市扩张几乎停滞,人口迁移的作用会有很大下降,此时解锁的3至5人口迁移仅适用于现代开局。