Jump to content
Age of History 3
qxz

Simulation of Migration

Recommended Posts

While playing the game and enjoying the process of developing my nation and observing all the possible pie charts, line graphs and other statistics, I had to come to realisation that my nation seems boring internally.

All the provinces are the same will little to no diversity to them, making it seem so bland.

I propose adding simulation of migration into the provinces. The provinces neighbouring other nations' provinces will begin to accumulate the other nations' religion and culture, as a way to simulate initial migration. 

Throughout the years, the culture and religion will slowly with little percentage advance onto the neighbouring provinces of your nation. A small percentage of the accumulated immigrants will begin to manually assimilate without the need to core and invest into religious conversion. However, the player will need to further invest into coring and religious conversions to accelerate the assimilation and get higher percentage of conversion.

Rebalancing the core and religious conversion will need to be done. 

With the introduction of migration, coring will have to be rename to culture conversion. The conversion will not instantly convert all the population to the same culture in a matter of a click, the process should be more gradual, with the player investing more gold into the process.

Religious conversion will also have to be slowed down to simulate a more dynamic and hybrid simulation.

How will the migration be calculated?

Migration Rate = (A + B + C + D) * Population (Migrating Province)

With A, B, C, D being multiple factors:

A - The border proximity factor. A positive border proximity factor occur when the province borders a neighbouring province of another nation.
B - The economic factor. Provinces with better economy to the neighbouring provinces have a positive and larger factor.
C -  The political factor. Provinces with no devastation and low unrest attract more migrants.
D - The cultural/religious factor. Provinces with the same religion and same culture accumulate more migrants from similar backgrounds.

A B C D = Decimal Values (Percent converted to decimal: 2% = 0.02)

Example:

A = 0.02 (Close to the border.)
B = 0.01 (The province is slightly worse off than the neighbouring province.)
C = 0.00 (The province has no devastation and unrest.)
D = 0.01 (Cultures and Religion are similar)

(0.02 + 0.01 + 0.00 + 0.01) = 0.04 (4%)

Migration Rate = 0.4 * 150000 (Population) 
Migration Rate = 6000 (Incoming Migrants)

Culture and Religious Accumulation:

Cultural Accumulation:
New Culture Demographic = Old Culture Demographic + (Migration Rate * Culture of Incoming Migrants)

Religious Accumulation:
New Religious Demographic = Old Religious Demographic + (Migration Rate * Religion of Incoming Migrants)

Assimilation and Conversion:

Natural Assimilation - minor effect, but passive.

Assimilation Rate = k / Population * (Native Culture Percentage - Immigrant Culture Percentage)

Where:

k - A constant for natural assimilation speed.

Active Assimilation - major effect, but requires player intervention.

Assimilation Investment = Gold / Cost * Effectiveness

Example of the formulas in use:

The player's province:

Total Population = 100,000
Current Rate of Distribution = 80% Native and 20% Foreign

Assimilation Constant = 1

Natural Assimilation = 1 / 100000 * (80% - 20%) = 1 / 100000 * 60% = 0.0006

Meaning 0.06% of the immigrants will assimilate.

How many people it affects:

20% * 100,000 = 20,000 (Affected People)
0.0006 * 20,000 = 12 (People a year)


Assuming the player then invests around 100 gold into the province's assimilation and the base cost of conversion is 20 and effectiveness is 0.1:

Assimilation Investment = 100 / 20 * 0.1 = 5  * 0.1 = 0.5

This means with 100 gold the player will convert 50% of the province's population.

That's it for now

Edited by qxz

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Our picks

    • Age of History 3 - October 23rd, 2024 - Official release date
      Age of History 3 - Official release date

       

      Steam: October 23rd, 2024

      Android: When it's ready

      iOS: When it's ready

      Epic: When it's ready

       
      • 0 replies
    • Campaign: Small Scenarios
      In this topic, share your ideas for Campaign scenarios.

      These scenarios focus on a small part of the map, with the rest designated as wasteland.

       

      For example, a scenario of the Reconquista in 1054, where gameplay takes place only on the Iberian Peninsula.

      What are your ideas for small historical scenarios?

       


       
      • 105 replies
    • Events - Common events for every civilization in the game
      Hi,
      in this topic, I am interested in your ideas for events that can happen for every Civilization in the game.
      I'm also interested in Missions for every Civilization.

      Here is some example, have more than 10k army, have more than 5000 gold, build 10 buildings, recruit an Advisor, increase tax efficiency 20 times, be largest  producer of some resource in the world, unlock 5 Civilization legacies etc.
      • 196 replies
    • First preview of the Alpha version of Age of History 3
      First preview of the Alpha version of Age of History 3, YouTube.
      Release date: When it's ready 😛 Subscribe for more!



       





       
      • 204 replies
    • Land units - Ideas AoH3
      AoH3 will have different types of land units.

      In this topic we will write ideas for new land units. 

       

      So the AoH 3 will have new battle system.


      Representation of the battlefield in the game.


      Land units will be grouped into 3 types. Each unit will have a different recruitment cost, attack, defense, movement speed and upkeep.

      Groups determine the placement of units on the battlefield.


       

      Each unit can be unlocked by researching technology and then upgraded.

       

      Here is the current list of units with upgrades:

      First line:

      Warrior -> Light Footmen -> Heavy Infantry -> Infantry -> Line Infantry -> Modern Infantry

      Hoplites -> Spearmen -> Pikeman -> Elite Pikeman -> Musketeer -> Riflemen -> Mechanized Infantry -> Modern Mechanized Infantry

      First line side:

      Horseman -> Elite Horseman -> Cavalry -> Tank -> Modern Tank

      Second line:

      Archer -> Bowmen -> Crossbowman -> Elite Crossbowman

      Canon -> Field Cannon -> Artillery -> Modern Artillery

      Early Airplane -> Airplane -> Modern Airplane

       

      This is a very early version, so maybe something should be changed?

      Or maybe an idea for a new type of unit with upgrades? I'm waiting for your suggestions.

       
      • 227 replies
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Age of History Games