Immigrants

Issue #475 resolved
Tomasz Durał created an issue

They go on road from start point to end point, without settle. I had empty houses and new parcels, but they didn't go to them.

duralekt

Comments (11)

  1. Flinger

    There are several factors that influence the desirability of your city.

    on that map, besides unemployment and lack of food (you seem to have a lot of farms, so that should not be it) i believe that the favor of the gods may also influence the settling. In my map immigrants began to settle as soon as i build a second shrine for each god. it's hard to know the God's mood, due to the advisors not being implemented yet, but messages saying the god's are displeased is always a clue and i got a ton of them in that map.

    I would say you have high unemployment, you can check it on the senate's tool tip, so you could improve it by providing them with more religious buildings, improving both problems.

  2. dalerank repo owner

    What influence on migration 1. Salary diff (Rome/City) 2. Food stack 3. Crime level 4. Tax level 5. War 6. Shacks in city 7. Sentiment

    But it factors influence on migration, if people enter to city and goto exit, see to house desirability, it may be low (if desirability less -20, then people want not live there)

  3. Flinger
    1. Sentiment

    Could you please clear this point? what factors contribute to the Sentiment?

    I had the same issue that the OP, but i had an higher level of housing (needed pottery to evolve), so higher desirability, still had a couple of vacant slots, and room for more people on many evolved houses. When right clicking the slots, it showed no problems (no lack of water, market, desirability, or any other noticeable factor). I either fixed it by adding religion or by planting some gardens (did both at the same time) so can't be sure.

    Anyway, until advisers are implemented, is all about previous experience in C3 :D

  4. Jason Dishong

    I don't think unemployment should be tired to how desirable a location is. The location is desirable based on the beauty. The house upgrades are based on access to certain things. Not having temples will result in penalties from the god s to your detriment but i don't think it should be tied to the desirability of a certain location in your city. Those things would not be too bad to attach to emigration and immigration. I don't think it makes sense for desirability.

  5. victor sosa

    I think there is an issue with the animation. I have seems this issue for a while. I think this send a bad feedback to the user. When the immigration animation send like 50 immigrants just one or two(or a few) get into the city and get into a house. I think the animation should only represent those immigrants that really are going into a house.

    Also it doesn't matter how well it you city going when the house grow and the immigration is coming, it is really difficult that the house will be getting immigrants. You can have like 10 houses with a total of 30 vacants and it just doesn't get fill as expected.

  6. Martin

    i encountered the same behaviour and i could observe that, if i removed a part of the main road, the immigrants moved into the houses as you would expect. but if you add the missing part of the road back, they just rush by

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