Sid Meier's Civilization VI

Sid Meier's Civilization VI

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【Immigration】Move your population
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
230.379 KB
5 Mar, 2019 @ 2:39am
5 Mar, 2019 @ 5:28pm
2 Change Notes ( view )

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【Immigration】Move your population

Description
This mod adds a series of unique units and policy, which provide the ability for player to move their population from one city to another.

What this Mod adds:
  • Immigration - 1 pop: Ancient unit at the start. Increases city's Population by 1 when used. Reduces city's Population by 1 when training completed. Must be used in the City Center.
  • Immigration - 2 pop: Classical unit unlocked with Political Philosophy. Increases city's Population by 2 when used. Reduces city's Population by 2 when training completed. Must be used in the City Center.
  • Immigration - 3 pop: Renaissance unit unlocked with Humanism. Increases city's Population by 3 when used. Reduces city's Population by 3 when training completed. Must be used in the City Center.
  • Immigration - 4 pop: Industrial unit unlocked with Nationalism. Increases city's Population by 4 when used. Reduces city's Population by 4 when training completed. Must be used in the City Center.
  • Immigration - 5 pop: Modern unit unlocked with Ideology. Increases city's Population by 5 when used. Reduces city's Population by 5 when training completed. Must be used in the City Center. Gains a free Military Engineer with the Fascism govenment, Gains a free Builder with the Communism govenment, Gains a free Trader with the Democracy govenment.
  • Political Migration: Medieval policy unlocked with Feudalism. +30% Production bonus toward Immigration units. +1 Movement for all Immigration units.

How to move your population:
Training an Immigration unit in the city you want to move the population from, once completed, move the Immigration unit to the city you want the population from. Once the unit is in the city center, promote the unit, the city will gain the population you want.
Popular Discussions View All (1)
2
11 Dec, 2022 @ 11:58pm
这mod订阅了也启用了,为什么没有用?
星幕云影
79 Comments
shiteamugameru 27 Aug @ 10:25am 
(TLDR-4)
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.
shiteamugameru 27 Aug @ 10:25am 
(TLDR-3)
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.
shiteamugameru 27 Aug @ 10:24am 
(TLDR-2)
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.
shiteamugameru 27 Aug @ 10:24am 
(TLDR-1)
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.
天阳的搅拌机 21 Jun @ 11:08pm 
@1454935198 请问一下,mod服役与退役是什么啊,我只找到奴役与解放
1454935198 3 Feb @ 10:31am 
模组的设定很棒,平衡大小城市的发展。
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。
fuighyyy 24 Sep, 2024 @ 3:23am 
Since population is exponential, doesn't that mean that moving a pop to a bigger city will increase the total (real) population?
Justin 12 Jul, 2024 @ 8:33pm 
thanks for uploading
才媛拔擢の紫阳花 25 Jun, 2024 @ 8:19am 
能不能直接改成像开拓者一样直接建城就有几人口
Fruit Punch Samurai 6 Jun, 2024 @ 2:39pm 
I know its unlikely to get a fix but I found a bug: I made few immigration units but then got into a war so I had them hide in a city centre and sleep for a while - every time I saved and reloaded (only playing for short time periods) the city the immigration units are sleeping in looses population(tested with multiple saves when I realised the problem) so basically don't ever have them sleep in cities.