Victoria 3

Victoria 3

Assorted Migration Fixes
22 Comments
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 9 Jul @ 4:56am 
@星月传说 I checked out the mod you linked and this mod already includes the same MARKET_MIGRATION_MIN_POP_FRACTION_TO_MOVE fix.

What you're noticing is that [1.7] Migration Fix hasn't been updated and copies over too many variables, resetting some things to how they were in 1.7. Your states just aren't appealing enough in 1.9 to attract migration. That's not a bug but the game working as intended.

For context here are the changes [1.7] Migration Fix makes: https://www.diffchecker.com/VjEoqxVZ/ (Left is base game 1.9.5, right is [1.7] Migration Fix. Things added that no longer exist in the game are ignored, lines that are fully deleted use the base game values.)
星月传说 9 Jul @ 3:01am 
After using this mod, it seems the population still won't migrate even when unemployment exceeds 1 million. I had to install another mod to fix this issue. Could the author please reference that mod to implement similar changes?
this mod:https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3309945606
Kitzi 25 Jun @ 11:54am 
Thank you for making the game playable!
zzzptm 22 Jun @ 10:21am 
Thanks for your work! You're a legend there!
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 22 Jun @ 12:25am 
@zzzptm This should be fixed now. At the start of the game pops aren't really broken up into smaller groups yet so when I asked it to move a single pop it could end up moving half of all bureaucrats in the capital. I've added some safety rails so it'll only pick appropriate pop groups and any unemployment caused by a pop being moved to a colony should now be imperceptible.
zzzptm 21 Jun @ 6:34pm 
This is an interesting one.
I start a game with ONLY this mod. Play France. Do normal things and then, a few months into the game - could be anywhere from Feb-Jun 1836 - I have a sudden drop in my employment in Government Administration buildings, which means I get a huge revenue hole.

The buildings recover, get back to full employment and then the cycle repeats. Watching the admin buildings in Ile-de-France shows this best. When this mod is not active, I do not see this issue in either vanilla or modded play. With it active, the admin pops drop, taxes are broken, and the nation spirals into bankruptcy.
Mycelia 19 Jun @ 9:59am 
Good work 👍
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 19 Jun @ 3:13am 
@九点 I've changed my approach and this is now compatible with all mods. The mod now only applies when starting a new game unfortunately. Installing on an existing save is possible with a console command.
九点 5 Apr @ 2:08am 
Thank you for the great mod! I happens to found it is incompatible with the mod 'Better Victoria States', which changes a load of stuff but mainly merges small states. The event in your mod doesn't seems to work with that. Tho it is not ur responsibility but fixing this would be great!
NABI 25 Mar @ 11:56pm 
thx for what I exactly wanted
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 24 Mar @ 5:12am 
@Raving Monomaniac A size 0 pop is only created if no pops of your primary culture(s) exist there yet. All the existing pops are unaffected. It's for creating the cultural community. If the cultural community already exists then there is no point. Only if you somehow have the cultural community but no actual pops will this kick in and start shifting pops around to create a size 0 pop. The game will automatically clean up the size 0 pop if the state switches control or it loses access to all pops of the same culture somehow.
Raving Monomaniac 23 Mar @ 12:05pm 
"Unincorporated states now always have a size 0 pop of your primary culture."
Wait, so, for example, if I'm Germany, and I take Austria from Ausitra. What happens to the South German pops?
Voo 11 Mar @ 3:24pm 
yes please i still want it whenever you can please,
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 11 Mar @ 12:43am 
@Voo I'll see if I can create a mini mod for you to change that as well but that'll be later this week if you still want it.
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 11 Mar @ 12:42am 
@Voo MIGRATION_MIN_STATE_POPS = 20000 is the default in 00_defines.txt you can change that yourself right now by opening up C:\Program Files (x86)\Steam\steamapps\common\Victoria 3\game\common\defines\00_defines.txt with Notepad, scrolling down to migration, and changing it to MIGRATION_MIN_STATE_POPS = 500000
Voo 10 Mar @ 4:05pm 
hey is it possible to create for you to etiher add to this mod or create a new mod where it raises the minimum emigration threshold to 500k to prevent smaller cities/german states just dying from emigration?
⑧ ҠƗ₱ɗєҠƗ₱.ᵉˣᵉ [⇄]  [author] 9 Mar @ 12:39am 
@Mad Baron Other than changing the min fraction the only thing this does is move a single pop (which seems to be around 1-50k individuals most of the time) between states to try and get the game to recognize it should create a cultural community.

If you've got a mod that cranks up the migration by a thousand times then that can cause the behavior you've noticed because the game now effectively doesn't check the fraction of pops that get moved. (Try deleting migration_fixes_defines.txt and seeing if that changes anything. If it doesn't then whatever other mods you have are causing it all on their own.)

I've noticed the game ends up migrating pops to one-state-at-a-time with this mod after fixing the deadlock it was in but the game having bad mechanics is not something I can fix with this keep-things-vanilla approach. Migration not working at all is the only thing this solves.
Mycelia 8 Mar @ 3:30pm 
Thanks for investigating @Mad Baron
Mad Baron 8 Mar @ 2:21am 
Okay, comparing the source code between various migration mods it's impossible that this mod could be the culprit.

To be frank this mod (lowered min fraction of a pop so that it is eligible to split up for migration) should be part of the base game.
Mad Baron 8 Mar @ 1:41am 
I don't know. Either the mod is broken or it actually is incompatible with other mods.

one day: Beijing 15-16 million people, Sakhalin 50k
next day: Beijing 3,6 million, Sakhalin 11 million

Did not use any decree, only incorporated it and built a port.

Obviously since Sakhalin was completely undeveloped immediately 3 million people (relatively low workforce ratio) end up unemployed and starving, turmoil jumps to 80% and salvaging the situation is nigh impossible. Welfare costs 50k just for enabling the emergency decree but that also only keeps their SoL at around 6 instead of 1. Still millions in starvation.

And they don't even emigrate.

Migration still only works in extremely low numbers (1k per week AT MOST), and only between very few states. The entire promise of the mod, that it would enable unemployed to move somewhere else, just isn't fulfilled.

I am using this mod in combination with other mods so I highly suspect some form of conflict here.
Mycelia 25 Dec, 2024 @ 1:22pm 
Great mod 👍