Migration and trade sanction

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Matys
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Joined: Tue Jan 04, 2011 5:34 am

Migration and trade sanction

Post by Matys »

Does anyone know if trade sanctions reduce or stop migration?

I was playing a Dhayut empire(6%growth) neighboring more populous Teekan, securan and Atuuk. Now, in all my planet save two, Dhayut population is the minority[:@]. So, is there a way to stop or limit migration?
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Data
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RE: Migration and trade sanction

Post by Data »

Don't think trade sanctions limit it but development does. So make sure your planets are more desirable than theirs and do the same to them.
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Matys
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RE: Migration and trade sanction

Post by Matys »

ORIGINAL: Data

Don't think trade sanctions limit it but development does. So make sure your planets are more desirable than theirs and do the same to them.

No, I talk about Securan and Atuuk migrants coming to my colonies, and with their fast growth, in a few years, become more numerous than my native Dhayut population.
Bingeling
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RE: Migration and trade sanction

Post by Bingeling »

The game should indeed have some sort of pest control to keep them out if desired.

A border like feature in the game is the loss of your forward colony in the case of war. You establish your desert colony near the continental based home worlds of humans or whatever, and have this planet rebel when war with humans starts because the space monkeys have all settled there and outnumber your own race by far....

One could say a good thing is that is makes having a compact empire more desirable.
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Data
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RE: Migration and trade sanction

Post by Data »

Well, borders were announced for the upcoming expansion so we'll see if they're useful for this as well.
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Bingeling
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RE: Migration and trade sanction

Post by Bingeling »

Borders could indeed influence migration. But I guess it would require some extra empire settings on whether immigration should be allowed or not.
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Shark7
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RE: Migration and trade sanction

Post by Shark7 »

I still wish I had a way to make unwanted species disappear from my empire. [;)]
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Spacecadet
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RE: Migration and trade sanction

Post by Spacecadet »

Like Data mentioned, Development/Happiness can have an impact on this.

I think to a degree you can also control this with Taxes.
Generally I've seen that if your Taxes are higher than your Neighbors you won't have much migration, but if they're too high you'll start losing Population.


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Harmonious Hegemony
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RE: Migration and trade sanction

Post by Harmonious Hegemony »

In SEV you could eject 'em into space [:)]
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Shark7
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RE: Migration and trade sanction

Post by Shark7 »

ORIGINAL: Harmonious Hegemony

In SEV you could eject 'em into space [:)]

If I could just use industrial strength RAID via an aerospace crop-duster...

I hate bugs!
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Data
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RE: Migration and trade sanction

Post by Data »

LOL, you seem motivated enough [:)]
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Shark7
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RE: Migration and trade sanction

Post by Shark7 »

ORIGINAL: Data

LOL, you seem motivated enough [:)]

I have the talent, I just lack the tools. [;)]
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Harmonious Hegemony
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RE: Migration and trade sanction

Post by Harmonious Hegemony »

"I hate bugs" - Sounds like a quote from Men in Black [:)]
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Data
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RE: Migration and trade sanction

Post by Data »

Men in the Black would sound like a quote from Firefly [:)]
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Facedrop
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RE: Migration and trade sanction

Post by Facedrop »

ORIGINAL: Data

Men in the Black would sound like a quote from Firefly [:)]

I'm noticing a trend with smileys.[:)]
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Data
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RE: Migration and trade sanction

Post by Data »

Yap, these are the new "indeed" trend...this forum develops some really bad habits [:)]
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Vanguard_DW
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Joined: Thu Jun 10, 2010 1:50 pm

RE: Migration and trade sanction

Post by Vanguard_DW »

You've probably already discovered it but trade sanctions do stop migration (In Distant Worlds at least, not sure about the expansion.)

Also, if you don't mind messing around with the editor, it's possible to remove unwanted species from your worlds so you can have a racially pure empire of eight legged freaks [:)]
MaxyGamer
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Joined: Tue Aug 24, 2010 4:33 am

RE: Migration and trade sanction

Post by MaxyGamer »

Oy! Don't call em freaks. They are just... misunderstood...

...oh and following 'the trend' in question ...[:)]
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