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BattleMaster => Helpline => Topic started by: Velax on June 22, 2012, 07:42:13 PM

Title: Emigration
Post by: Velax on June 22, 2012, 07:42:13 PM
Will peasants only emigrate from one region to another if the original region has at least half of its maximum population?
Title: Re: Emigration
Post by: Bael on June 22, 2012, 09:50:22 PM
Actually, I've been tracking this closely, and it's some value over 65%--probably 70%.

I am pleased to confirm that the emigration threshold is in fact 75%, as was expected. My city just received its first immigrants, and the region that it received them from had 75% populution before the peasants moved.

To be exact: 4360 (+89 that moved) out of a maximum of 5900. This was yesterday.

Good thing I saw this topic, as I had actually stopped checking. Good timing!
Title: Re: Emigration
Post by: Velax on June 23, 2012, 05:21:42 PM
Okay...the reason I asked is that on the Dark Isle (the large island north of the mainland) on FEI, every region aside from one has been severely depopulated due to war, starvation and a long period of being rogue. The city in particular is a ghost town with just 126 out of a possible 8000 or so.

So basically, because this is an island, there are only two regions on the mainland from which people can emigrate to the Isle. So the two port regions on the Isle will slowly grow in population, then the next two regions north of those, then the next two (which includes the city) and finally the region at the north tip of the island. Currently one of the port Isle regions has enough to start emigration, as we've held it for three months, but this still seems like it's going to be an extraordinarily slow process, given people can only emigrate from two regions onto the Isle. Today 41 people emigrated into the depopulated port region (Ecsetuah), with an average of 62 moving in every day since we took it four days ago. At that rate, I'm looking at three months (91 days) before Ecsetuah has enough people for some to start emigrating. So, what, six months until the next two regions can start emigrating? That's six months before the city's population starts increasing at all. That...seems a little harsh.
Title: Re: Emigration
Post by: egamma on June 23, 2012, 06:36:55 PM
Okay...the reason I asked is that on the Dark Isle (the large island north of the mainland) on FEI, every region aside from one has been severely depopulated due to war, starvation and a long period of being rogue. The city in particular is a ghost town with just 126 out of a possible 8000 or so.

So basically, because this is an island, there are only two regions on the mainland from which people can emigrate to the Isle. So the two port regions on the Isle will slowly grow in population, then the next two regions north of those, then the next two (which includes the city) and finally the region at the north tip of the island. Currently one of the port Isle regions has enough to start emigration, as we've held it for three months, but this still seems like it's going to be an extraordinarily slow process, given people can only emigrate from two regions onto the Isle. Today 41 people emigrated into the depopulated port region (Ecsetuah), with an average of 62 moving in every day since we took it four days ago. At that rate, I'm looking at three months (91 days) before Ecsetuah has enough people for some to start emigrating. So, what, six months until the next two regions can start emigrating? That's six months before the city's population starts increasing at all. That...seems a little harsh.

And yet, its worlds better than what we had 2 years ago, with no emigration at all.

We can encourage immigration by setting taxes high in Unotosa, lower in Soniel, and lower still on the inner regions. But don't bother until we hit the 75% mark.
Title: Re: Emigration
Post by: Indirik on June 23, 2012, 06:39:29 PM
The ravages of war suck. Peasant migration helps, and the region itself will grow faster as population increases. But, really, what more can we do, except add a "Rebuild it all now" button for you to click when your war is over?
Title: Re: Emigration
Post by: Velax on June 23, 2012, 06:45:26 PM
The ravages of war suck. Peasant migration helps, and the region itself will grow faster as population increases. But, really, what more can we do, except add a "Rebuild it all now" button for you to click when your war is over?

I'm not asking for instant restoration. But this is a problem that is specific to these island regions. The vast majority of regions in the Far East, and every other continent, have other regions surrounding them on most or all sides. If they were devastated by war and by being rogue, they would get peasants immigrating in from several regions, as many as four or five. Six in some cases. Not one.
Title: Re: Emigration
Post by: egamma on June 23, 2012, 08:39:24 PM
The ravages of war suck. Peasant migration helps, and the region itself will grow faster as population increases. But, really, what more can we do, except add a "Rebuild it all now" button for you to click when your war is over?

Pretty much, something similar to drafting, with morale/control/loyalty/production penalties, where you could could choose to forcibly migrate some peasants to an adjacent region. Maybe a large gold bounty for peasants to relocate.
Title: Re: Emigration
Post by: fodder on June 23, 2012, 08:48:28 PM
how does that work if it's a bunch of foreigners in all the adjacent regions?
Title: Re: Emigration
Post by: Indirik on June 24, 2012, 01:48:37 AM
Peasant migration does not respect realm borders. They will migrate to any non-rogue region.
Title: Re: Emigration
Post by: Indirik on June 24, 2012, 03:17:29 AM
I'm not asking for instant restoration. But this is a problem that is specific to these island regions. The vast majority of regions in the Far East, and every other continent, have other regions surrounding them on most or all sides. If they were devastated by war and by being rogue, they would get peasants immigrating in from several regions, as many as four or five. Six in some cases. Not one.
Think of it as a balance thing. Sure, they may only have two ways onto the island, but isn't that why it took, literally, RL years to break Arcachon? And the only reason it actually happened in the end was because of all the infighting and rebellions in Arcachon that broke them from the inside.so, yeah, the regrowth is slow because of the two sea routes onto the island, one of them a fortified beachhead. But if regrowth was going to be faster because of more bordering regions, you'd lose all that extra security.
Title: Re: Emigration
Post by: Velax on June 24, 2012, 04:32:51 AM
That's a nice explanation and all, but I still find it difficult to see that six months is a reasonable amount of time to have to wait before the city starts to improve at all, and quite likely a year or more before the city has recovered completely. That's...really not fun for anyone.
Title: Re: Emigration
Post by: Indirik on June 24, 2012, 04:43:37 AM
The city will grow every day, even if it's only a few per day, and the rate will increase as the pop increases. It won't take six months to hit max pop. And even then, you don't have to hit max pop before the city is capable of sustaining a decent economy.

But yes, it will be a few months before it's back in top shape. That's what happens when an entire city gets slaughtered to the last man, woman, and child.
Title: Re: Emigration
Post by: Velax on June 24, 2012, 05:31:30 AM
I don't think you're understanding what I'm saying. Currently none of the regions surrounding the city has enough population to start emigrating into it. If population migration happens at the same rate it has been previously, it will be 3-6 months before any of the regions surrounding the city reach the point at which they can start emigrating into the city. As in, it could be as much as six months before the city's population starts increasing at all. And another 3-6 before the city hits full population. That's significantly different from "a few months before it's back in top shape".

The city's population is still exactly the same as it was when we took it 11 days ago: 126. No increase whatsoever.
Title: Re: Emigration
Post by: Indirik on June 24, 2012, 06:00:32 AM
What messages are you getting about the region that could affect population? Battles or unrest? Do you have enough food?

Population not going up at all on its own means something is wrong. Either there is a negative factor stopping growth, or a bug. Because it *should* be gaining a few each day.
Title: Re: Emigration
Post by: fodder on June 24, 2012, 06:42:51 AM
Peasant migration does not respect realm borders. They will migrate to any non-rogue region.

yes i know that.. i was referring to the forcibly migrate thingy.. if you have a load of empty regions surrounded by foreigners... how would you go about forcibly moving the foreigners into your empty regions? (you can't... unless you want another drumming)
Title: Re: Emigration
Post by: vonGenf on June 24, 2012, 11:55:50 AM
But this is a problem that is specific to these island regions. The vast majority of regions in the Far East, and every other continent, have other regions surrounding them on most or all sides.

I love that there are problems specific to some areas. If all regions were the same, it would be boring.
Title: Re: Emigration
Post by: Velax on June 25, 2012, 07:44:17 AM
What messages are you getting about the region that could affect population? Battles or unrest? Do you have enough food?

Population not going up at all on its own means something is wrong. Either there is a negative factor stopping growth, or a bug. Because it *should* be gaining a few each day.

The people are hungry, despite having had food for about a week.
Title: Re: Emigration
Post by: Indirik on June 25, 2012, 01:34:11 PM
Hungry people could block immigration of peasants. Who wants to move somewhere there is no food?
Title: Re: Emigration
Post by: Forbes Family on June 25, 2012, 04:46:38 PM
I had a similar problem with Sallowtown. People need to come from an island or the desert and the desert only had a population of 6 when I became Duke of Sallowtown. It's taken a while but the city is now up to 67% of its' population max and grows daily. It'll happen but it all takes time.
Title: Re: Emigration
Post by: Chenier on June 25, 2012, 08:44:16 PM
I'm not asking for instant restoration. But this is a problem that is specific to these island regions. The vast majority of regions in the Far East, and every other continent, have other regions surrounding them on most or all sides. If they were devastated by war and by being rogue, they would get peasants immigrating in from several regions, as many as four or five. Six in some cases. Not one.

Isolation has it's advantages. Unfortunately, you also have to live with its drawbacks. If you get devastated, it will take a long time to restore, yes. But it's also much harder to devastate you to begin with. Most realms could theoretically be attacked on all sides. You can only be attacked via a choke point.
Title: Re: Emigration
Post by: Velax on June 25, 2012, 09:11:40 PM
Yes, but unfortunately we were the ones to have to break the islands in the first place. It took RL years before we finally conquered them, and now we have to wait as long as another RL year before they recover? Fantastic.
Title: Re: Emigration
Post by: Foundation on June 25, 2012, 09:31:31 PM
But once they *are* recovered, everyone else will take forever to conquer you.  Seems worth the wait. ;)
Title: Re: Emigration
Post by: Chenier on June 26, 2012, 12:04:25 AM
Yes, but unfortunately we were the ones to have to break the islands in the first place. It took RL years before we finally conquered them, and now we have to wait as long as another RL year before they recover? Fantastic.

If you didn't want to gain devastated lands, all you had to do was hold back from devastating them in the first place...
Title: Re: Emigration
Post by: Velax on June 26, 2012, 07:30:30 AM
Have another read, Chenier.

every region aside from one has been severely depopulated due to war, starvation and a long period of being rogue.

Anyway, the devs don't see it as a problem, so it's pointless me arguing further. Everyone is quick to forget how things used to be, how long it took for regions to recover and how much they bitched and complained and whined about it until it was changed. Now that it's just happening to someone else, it's something to be treasured for its advantages and variety.