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Age of History 3
qxz

Simulation of Migration

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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

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