Migration

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Migration is the phenomenon that POPs move from one province to another. It works similar to assimilation and promotion. It uses a two-roll system, where the first roll determines which POPs migrate using the migration tables in \common\poptypes.txt, and the second roll determines the destination of the POPs migrating using the target tables in the individual POP files in \poptypes\.

There are three forms of Migration:

  • Internal Migration. Internal migrants will move from one of your non-colonial provinces to another non-colonial province within your Empire.
  • Colonial Migration. Colonial migrants will move from any of your provinces (colonial or not) to a colonial province within your Empire. This is the only type of migration available to POPs in colonial provinces.
  • External Migration. External migrants will move from one of your non-colonial provinces to a province in another Empire. They select which country they are going to go to through a directional roll, and then select which province in the other empire they are going to select in the same way as other migrants.

Primary culture POPs are needed to turn colonies into states, and colonial migration provides them.

Internal migration and external migration are disabled in colonial provinces, this appears to be hardcoded. Hovering over the province name of a POP in the population view will show the number of people who want to migrate internally or externally, but they never actually will.

External migration is disabled for uncivilized countries, this appears to be hardcoded. POPs in uncivilized countries will never emigrate, and POPs that have chosen to emigrate from civilized countries will never pick uncivilized countries when they perform the directional roll for which country to move to. Internal migration works as normal.

Migration Factors

To get the actual percentage of a POP that will migrate, add together all the active factors, multiply by the base migration rate for that type of migration, then multiply by the IMMIGRATION_SCALE value in \common\defines.lua, then multiply by 100. To make the calculation more transparent, especially useful when modding, you can set the IMMIGRATION_SCALE to 0.01 and the base migration rates to 1.0, this will cause the % values of the individual factors to correspond to that actual % of a POP, monthly. The same can be done for assimilation, conversion, promotion and demotion.

Internal Migration Factors

Modifier Value Factor Total
Base Migration Rate 1.0
Consciousness < 8 -0.10% -0.10%
7 -0.10% -0.20%
6 -0.10% -0.30%
Colonial State -2.00%
Luxury Needs < 10%
AND
Everyday Needs < 10%
AND
Life Needs <
90% +0.10% +0.10%
80% +0.10% +0.20%
70% +0.10% +0.30%
State has Factories -0.30%
Unemployment ≥ 10% +0.30% +0.30%
20% +0.30% +0.60%
30% +0.30% +0.90%
Province Controlled by Owner
AND
Unemployment ≥
40% +0.30% +0.30%
50% +0.30% +0.60%
60% +0.30% +0.90%

Colonial Migration Factors

In vanilla, the -2.00% colonial state factor always outweighs the positive factors, so migration out of colonial provinces is completely disabled.

Modifier Value Factor Total
Base Colonial Migration Rate 0.25
Is NOT Primary Culture -0.50%
Consciousness < 8 -0.10% -0.10%
7 -0.10% -0.20%
6 -0.10% -0.30%
Colonial State -2.00%
Luxury Needs < 10%
AND
Everyday Needs < 10%
AND
Life Needs <
90% +0.10% +0.10%
80% +0.10% +0.20%
70% +0.10% +0.30%
State has Factories -0.30%
Unemployment ≥ 10% +0.30% +0.30%
20% +0.30% +0.60%
30% +0.30% +0.90%

Emigration Factors

These are the factors that determine if POPs decide to emigrate to another country. If a POP decides to emigrate based on these factors, then it afterwards determines its destination.

Modifier Value Factor Total
Base Emigration Rate 0.5
Militancy ≥ 5 +0.20% +0.20%
6 +0.20% +0.40%
7 +0.20% +0.60%
8 +0.20% +0.80%
9 +0.20% +1.00%
Consciousness < 8 -0.10% -0.10%
7 -0.10% -0.20%
6 -0.10% -0.30%
Luxury Needs < 10%
AND
Everyday Needs < 10%
AND
Life Needs <
90% +0.10% +0.10%
80% +0.10% +0.20%
70% +0.10% +0.30%
State has Factories -0.30%
Unemployment ≥ 10% +0.20% +0.20%
20% +0.20% +0.40%
30% +0.30% +0.70%
Agrees With Ruling Party ≥ 25% -0.25%
National Religious Policy is Moralism
AND
NOT National Religion
+0.10%
National Citizenship Policy is Residency
AND
NOT National Culture
+0.10%
Continent is North America OR South America
AND
Government is Democracy
-2.00%
State Is Colonial -2.00%

Immigration

Immigration is one of the most powerful forces in Victoria 2, particularly for countries in the Americas and Oceania.

Immigrants factor the following information into their decision of where to emigrate, when moving to another country.

These calculations are additive, so Pops are 900% more likely (10 times as likely) to choose off-culture democratic provinces in North/South America than they are to choose off-culture non-democratic provinces in Europe.

It should be noted that the below is not all inclusive; there are many other factors that contribute to immigration. There are also several events and decisions that increase immigrant attraction.

Country Migration Target

Note that POPs can not migrate to countries on the same continent if they do not share a border.

Target Country Factors Modifier
Unemployment ≥ 10% -90%
Has POP's Culture +100%
Is a Great Power +20%
Has Wealth Voting +5%
Has Universal Weighted Voting +25%
Has Universal Voting +50%
Is in North America OR South America OR Oceania +300%

Province Migration Target

These are the factors that determine which province POPs migrate to inside a particular country.

Target Province Factors Modifier
Unemployment ≥ 10%
AND
State has no Factories
-90%
Total POPs ≥ 150,000 +20%
Total POPs ≥ 250,000 +20%
Total POPs ≥ 500,000 +20%
Total POPs ≥ 750,000 +20%
State has no Factories
AND
Economic Policy does not allow POPs to Build Factories
AND
Farmer OR Labourer Unemployment ≥ 10%
-100%
Has POP's Culture +20%
State Has Factories +100%
Has POP's Religion +20%
Has a Core of POP's Culture +50%
State is a Slave State -25%
Is State Capital +50%
Is Coastal +5%
Terrain is Mountain -40%
Terrain is Desert -90%
Terrain is Marsh -40%
Terrain is Arctic -90%
Life Rating ≥ 40 +100%
Life Rating ≥ 50 +100%