Between the Races of Man and the Fallen there are various races already planned for the game. This post is an attempt to offer a few suggestions for a way to make the game a bit more fun, and even a little more realistic (while realism needs to take a backseat to fun, it can take away from a game when stuff that doesn’t make sense happens). As I am not well versed in the mythology of Elemental yet (I tried the Beta at a friends place, but am waiting for the next invite group to get my own copy) I am going to use "Classic" fantasy races for these examples. Representing Empire Races will be Human, Elf, Dwarf and representing Fallen will be Orcs and Goblins. Also included are Lizardmen who represent the concept introduced below of Neutral Races.
I realize that this post is rather long so please bear with it. I thought about splitting it into other suggestions (in fact in some cases I did this and these should be popping up in the next few days as their own posts) but these ideas integrate as such that they really are more of one grand idea, even if each individual section could be applied on it’s own.
I’d love to hear from the guys at Stardock as well as the rest of you.
Main Concept: Cities are made up of population of the race(s) that live there. When the game begins the players city is made up of only their original race. As the players empire grows they will inevitably run into other races. When a city is conquered the population of that city shouldn’t just “change” races, or even “fall into line” as soon as it’s conquered.
Gameplay Example:
To make things simple lets assume that the players core race is Human. As the players human empire grows lets have them run into two empires - one led by Elves, the other by Goblins. The player works out a treaty with the Elves, and goes to war with the Goblin empire. After some warring the Player manages to conquer a Goblin City. The player would now have a choice of what to do with the goblin population, and would need to station troops in order to keep the peace. The player chooses to integrate the Goblin population into their empire. After some time the Elven treaty becomes an alliance. The two kingdoms allow for migration between their Empires. Both the Player and their Elven ally now have migration options in their cities for Humans, Elves, and Goblins. The elven kingdom being more technological sets up a Goblin Ghetto in one of it’s cities to allow Goblins to live there (giving the city some of the advantages of having Goblins living there). The Human player allows for Elves to migrate to one of their human cities, but disallows goblins. In the goblin city the player allows humans to migrate to the city giving a lot of unrest but allowing for some advantages. A lot of time passes and the allied nations go to war with an Orc empire. The human player now having humans, and elves living in their main city can now draft both races as soldiers. In the Goblin city they can recruit both Humans (who have migrated to the city) and Goblins. The elven nation on the other hand did not allow humans to migrate, so can’t recruit any humans. They do have a Goblin Ghetto so they can recruit a small number of goblin troops. The elven country forms a troop made up of Elves and Goblins. Because these races don’t get along well there is a higher than normal chance of desertion, and a moral loss. The human on the other hand makes two troops – one made up of Humans and Elves, the other made up solely of Goblins. Humans and Elves get a long much better than elves and goblins so there is less penalty for doing this. The human player is victorious in the war and captures an Orc city. The player chooses to exterminate the orc population. As there is no population to pacify there is no need for peacekeepers. They now control an empty (if crudely built) city they can migrate population to. The player is tired of the penalties for having Elves in their capital so changes the migration policies of the city to not allow elves, and to encourage emigration of elves. They set the migration settings of the newly conquered Orc city to allow only elves. Over time, elves will leave the capitol. Some will go to the Orc city, while others may return to the elven nation since the two empires still have a migration treaty. As Elven settlers arrive in the orc city, they begin tearing down the Orcish buildings and replacing them with elvish ones. Over the course of time the city will become elvish aesthetically, although some Orcish buildings may remain (especially if the player doesn’t have the technology to replace it). In the same war, the Elves meanwhile also manage to conquer an Orcish city. They opt to Enslave the population. This process takes many turns to they will need peacekeepers. Over time Orc Slaves will begin appearing in the Elven cities giving various advantages. The elves turn off migration entirely to the city so after some time the city will be emptied and they can remove their peacekeepers. Once the city is empty the Elves decide to Raze the city as it is too far from their empire. After the war the players continue playing as normal. The human player runs into a Goodie Hut while exploring around their new Orc city and discovers a quest which leads them to a tribe of Lizardmen. The Lizardmen are a Neutral Race. The player decides as part of the quest to bring the savage Lizardmen into their empire and allow the Lizardmen to Migrate to their Goblin city.
To make things simple lets assume that the players core race is Human.
As the players human empire grows lets have them run into two empires - one led by Elves, the other by Goblins.
The player works out a treaty with the Elves, and goes to war with the Goblin empire.
After some warring the Player manages to conquer a Goblin City. The player would now have a choice of what to do with the goblin population, and would need to station troops in order to keep the peace. The player chooses to integrate the Goblin population into their empire.
After some time the Elven treaty becomes an alliance. The two kingdoms allow for migration between their Empires.
Both the Player and their Elven ally now have migration options in their cities for Humans, Elves, and Goblins.
The elven kingdom being more technological sets up a Goblin Ghetto in one of it’s cities to allow Goblins to live there (giving the city some of the advantages of having Goblins living there).
The Human player allows for Elves to migrate to one of their human cities, but disallows goblins. In the goblin city the player allows humans to migrate to the city giving a lot of unrest but allowing for some advantages.
A lot of time passes and the allied nations go to war with an Orc empire.
The human player now having humans, and elves living in their main city can now draft both races as soldiers. In the Goblin city they can recruit both Humans (who have migrated to the city) and Goblins.
The elven nation on the other hand did not allow humans to migrate, so can’t recruit any humans. They do have a Goblin Ghetto so they can recruit a small number of goblin troops.
The elven country forms a troop made up of Elves and Goblins. Because these races don’t get along well there is a higher than normal chance of desertion, and a moral loss.
The human on the other hand makes two troops – one made up of Humans and Elves, the other made up solely of Goblins. Humans and Elves get a long much better than elves and goblins so there is less penalty for doing this.
The human player is victorious in the war and captures an Orc city. The player chooses to exterminate the orc population. As there is no population to pacify there is no need for peacekeepers. They now control an empty (if crudely built) city they can migrate population to. The player is tired of the penalties for having Elves in their capital so changes the migration policies of the city to not allow elves, and to encourage emigration of elves. They set the migration settings of the newly conquered Orc city to allow only elves. Over time, elves will leave the capitol. Some will go to the Orc city, while others may return to the elven nation since the two empires still have a migration treaty.
As Elven settlers arrive in the orc city, they begin tearing down the Orcish buildings and replacing them with elvish ones. Over the course of time the city will become elvish aesthetically, although some Orcish buildings may remain (especially if the player doesn’t have the technology to replace it).
In the same war, the Elves meanwhile also manage to conquer an Orcish city. They opt to Enslave the population. This process takes many turns to they will need peacekeepers. Over time Orc Slaves will begin appearing in the Elven cities giving various advantages. The elves turn off migration entirely to the city so after some time the city will be emptied and they can remove their peacekeepers. Once the city is empty the Elves decide to Raze the city as it is too far from their empire.
After the war the players continue playing as normal. The human player runs into a Goodie Hut while exploring around their new Orc city and discovers a quest which leads them to a tribe of Lizardmen. The Lizardmen are a Neutral Race. The player decides as part of the quest to bring the savage Lizardmen into their empire and allow the Lizardmen to Migrate to their Goblin city.
Breakdown of ideas:
Conquered Cities:
When the city is first conquered you should get a choice (options possibly based on researched technologies) giving you options such as Integrating the population into your empire (taking over the city as-is), enslaving the population, exterminating the population (and replacing it with citizens of your own race), exiling the population (allowing them to return to cities of their original empire), etc.
Unless you completely depopulate a city of hostile population (extermination or exile), regardless of race, you should require Peacekeepers to keep the population in line. When a city is newly conquered the people would not be friendly to you. You just came in, took over, and likely killed their friends and family in the process.
If the city is another race (like in this example) you would need to keep the peacekeepers there longer than if they were the same race.
Different races would have different tolerances to each other. Perhaps a scale of some sort - Elves and Humans would get along better than Dwarves and Goblins would for example, so Dwarves occupying a Goblin City might need peacekeepers for a very long time, while humans controlling an elven city might only need them for a handful of turns (not including other factors that might be added to increase or decrease this rate)
Neutral Races:
My idea of Neutral Races, are races that emerged after the cataclysm that destroyed the world. They are undiscovered and primitive, and as such cannot become starting empires. When one is found they can be traded with, integrated into empires, etc.
Racial Diplomacy:
Diplomacy could be expanded to allow for migration between empires, treaties to outlaw slavery, and other such things. This would add a lot of extra depth to the diplomacy model.
Racial Bonuses:
Each race should get some bonuses that give them different advantages. Having a multi-racial empire would allow you to take advantage of this system, by allowing for different combinations of strengths. Say you conquered a Dwarves City, and an Orcish city. You could put the dwarven city to work making weapons, cutting stone, etc. Your orcs on the other hand might not be as good at these tasks so you could set them out hunting for food, and using them as troops in your army.
Multi-Racial Cities:
Multi-Racial cities should also be possible. Each city should have the ability to control it's migration policies. With more advanced technology this could be expanded upon further.
At it's most basic level, you should either be able to "Allow Humans" "Allow Elves" "Disallow Goblins" into a city. This way when population migrates, you have some control over where they go.
With multiple races in a city you could get the "best of both worlds" - Dwarven builders, with Human Farmers for example.
Just like with the empire as a whole, the more races in a city the more chances of revolt, and other disadvantages, especially if the races don't get along.
With higher technology, more advanced migration possibilities could open up. Setting up a Ghetto for example- Anyone who's played "Dragon Age" has an idea of what I mean here. You might have a Dwarven city with a Goblin Ghetto - Goblins live in the city, but don't co-mingle much with the Dwarves. This would allow you to take advantage of the Goblins specialties, without pissing off the Dwarven majority as much.
Multi-Racial Armies:
Armies containing multiple races can be either good or bad. If you put races that don't get along well, you will have moral bonuses, desertion, and other disadvantages.
A commander with a good amount of charisma might negate this somewhat allowing for more combinations with less penalty than otherwise possible.
On the other hand races that get along will allow you to combine advantages. Say Elves have a bonus to archery, and Dwarves to constitution. You could make Dwarven footsoliders with large amounts of hitpoints, with Elven bowmen giving extra damage per shot.
Slavery:
Slaves could become an important resource. They could require less resources to maintain than a citizen, could improve the moral of the controlling nation, and could be drafted as cheap (if less effective) soldiers. There would need to be some negatives to balance this out.
Slavery would require a specific technology to implement.
Having access to Slavery could also open up some interesting dynamics - trading slaves between empires (part of peace treaties?), releasing slaves to their original owners, etc.
There could also be a slaver type of unit that could be created that would allow for capturing slaves during battle without the need to capture entire cities.
I thought about multiple types of slaves, but this might overly complicate things. I have included the concept below.:
Captured Slaves (first generation): These are freshly caught slaves from other empires. They have a higher revolt risk than other slave types and are less productive.
Descendant Slaves (second and third generation): Descendant slaves are the children and grandchildren of captured slaves. They are less loyal than integrated slaves, but more so than captured ones
Integrated Slaves (fourth and subsequent generation): These slaves are the great-grandhildren (or later) of captured slaves. They have accepted their lot in life and are less likely to rebel and are more productive.
Racial Technologies: I’m not a fan or Racial technologies. I hate being restricted in what I research. If wanted to make an army of Dwarven Archers I should be able to. That being said, races should get bonuses to researching types of technologies. Elves for example could get a bonus allowing for quicker research of archery technologies than other races. If you have multiple races in your empire, your bonuses should be based on the percentage of your population that is a specific race. So if you start off with a Human empire, and allow elves to migrate to your to your lands if the elves make up 20% of your population, you should get 20% of the elven bonuses, and 80% of the human ones.
Racial based traits:
Having a system like this would also allow for some interesting character traits. For example a character could be a Bigot who dislikes people not of his own race, giving disadvantages to having other races under their control. Another trait might be just the opposite, being Racially acceptive and gives a reduction to penalties from having multiple races.
strager...my guess is MS Office Word...on a Mac.
Whatever it was it broke the thread in IE8 with 2 pages of rubbish html.
It's better to use the text box within the site/forum....directly...
Actually Word 2010 on Windows 7. But I stripped all the HTML out and copy/pasted to a notepad before I put it in here. Did you fix the post or should I re-post it?
EDIT: looks like he fixed it Thanks!
Interestingly enough I had similar thoughts about the issue but let me elaborate my version as well so we could mash it all together in one glorious idea.
So my idea begins with an event
Somewhere a rival city is having problems with a plague or something, a portion of there population flee and they end up on your door step
Lets say... 20 Elves top blend into a small town with your 80 humans making a total population.
In my version the populations are tracked separately it could be something like Total pop 100 (80% Man 20% Elf)
The reason I'm tracking population in percentages is because in terms of your army, If your population is 20% Elves then your army can only contain up-to 20% of your army, maybe they fall into an elite Archer unit or whatever.
Now my version of this idea gets complicated, Civil rights.
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My version of the concept requires the concept of first class citizens, second class citizens, and slaves.
First class citizens have full rights and liberties examples such as
get paid full wages
pay normal taxes
are not restricted by trade or living quarters
could freely marry
could hold governor status in a town
can migrate between cites
Second class citizens have lessened or modified rights, but are still free men (or trogs) in the cities, examples include.
Get paid less wages
Pay higher taxes
Restricted to Certain Jobs or poor living quarters
Requires permission to marry stunting there population growth
Can not hold Governor status in a town.
Can not migrate between cities preventing populations of said race appearing in other towns.
And finally Slaves have it truly bad
Do not get paid
Can no pay taxes
Restricted to Certain Jobs and are required to live in slave quarters
Are not married at all, rather they are breed stunting population growth at a lesser rate than second class citizens
Can not hold governor status in a town
Can not migrate, but can be transferred to other cites with slave quarters making it possible to spread a cheap labor force to where they are needed.
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As you might expect, this causes Diplomatic problems, if your trying to diplomatically deal with a race who's people are second class citizens, expect the sovereign of said race to request improved rights for there people, or face problems diplomatically. Since the idea, except in slave's cases are to be able to cherry pick which rights your restricting, to something as light as a lower wage, to checking off the entire list, it's quite flexible.
the leaders of "Slave races" will likely refuse diplomatic talks until there raised to at least second class citizens or may even declare war on you outright.
And as a final thought, maybe setting rights on a race by race basis to let races in your empire cross-breed, why should the Dynasty be the only ones with ugly space babies
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Okay so that's my basic idea in a nutshell, feel free to add on to this or merge our two idea's together to one glorious idea.
This is actually how things worked, more or less, in Master of Orion II.
I'm told it worked the same way in Master Of Magic, too.
Essentially, in MOOII population units represented the race of the civilization, but you could have a population of that race even if the civilization didn't exist anymore.
You could conquer another civilization and all it's population in still intact.
One of the things I liked about this was the populations kept their racial bonuses, so if you conquered a race better at research you just put them to work as your scientists...better at farming, your farmers. It let you create an Empire, not just a nation, and one with castes if you so chose.
I already made a post on this, but it wasn't as clearly laid out as this one and was mostly referring to MOM and MOOII.
Still, I always loved this in those games and it always seems to me more 'modern' games take a lot of steps back when it comes to complexity, so I hope something similar to this manages to make it's way in...though I won't hold my breath.
Ya know ... keeping track of the Various Races that your citizens are (will be more varied if you get cross/specie migration or conquering another species cities- Fallen + Human).
Of course ... this is easy if cities start out as a Mass of X race ... however the majority of our population comes from a mass of migrants. The Migrant mechanic might make it more difficult to track multiple races. If possible, however, I think it'd be cool.
While the concept sounds nice, I fear the implementation would be so difficult that it would be meaningless.
Let's consider two ways you could handle it, the MOO2(really good) way and the MOO3(really bad) way.
In MOO2, you had a very simple, but varied way the population affected things. You conquer the Klackon homeworld, which has 10 bugmen living there. The bugmen are good at producing things, so naturally you'd put them to work in the industry-line. You can send the bugmen to other worlds around your empire, if you want to bolster production there. They start as slaves, but can be re-educated to be natural citizens of your empire.
In MOO3, the population did a huge amount of things, none of which you actually understood. The population also migrated on their own, with little to none imput from you. You might one day check a planet, and see that rockmen lived there, but how they affected the colony, you wouldn't know because there were too many variables regarding them, and you couldn't care less because you couldn't directly manage them.
There's also the Age of Wonders way of doing things. Each city had a race, and could only build the things that particular race could(Orc city can build orcish swordsmen, orc shamans, red dragons, and so on). You could choose to immigrate the people of a given city with those of another city(provided you had a city of that race or were allied with one). So, if you are normally human, but have an orc city, you could change either city to either orc or human. If you were allied with the nation that's primary population was elves, you could also change either city to an elf city(but as you have a primary race for your nation, races of other nations don't like living there as much and have worse morale(orcs like other evil races, etc)).
The idea proposed seems like a synthesis of all of these in a way, which I don't think is too good. If an idea like this is to be implemented, it must be very simple, because otherwise(because the game itself is complex), it's complexity will be overwhelming and you won't touch it, making it a useless feature.
I think that all migration should be directly handled by you. Less realistic, perhaps, but a lot more fun because it's more meaningful.
Due to the way population works in Elemental, however, it may be too complex already. I suppose you could cut the population of a town into different peoples(like 100 population full, 20 of which are humans, 20 are egalitarian humans(allow both genders to be recruited), 20 are some kind of fallen, and 40 are another kind of fallen). Then as you recruit a unit, you would choose from which minority to recruit from. But since people affect other things than recruitment as well, the complexity of the population would increase all the more.
Nice idea for a mod at least, even if nothing like this makes it to the game. Personally I'd love it if different races had good, distinct ways that made them different, and handling them was simple and easy. I'm eagerly waiting to see if anyone else has any ideas how to implement it.
Tiavals - I read your post and while you do make some good points, I think you are over over-analyzing it. The system really isn't that complex..... Certainly not at Moo3 levels. In fact, it's barely more complex than the Moo2 model (imo)
Cities have population.... that population can be 100% Human, or have a mixture of various races. With simple migration policies in each city you can control what races come and go. This actually simplifies things because you don't have to manually pick up and move your population like you did in Moo2. If you want to kick the population out of the city it's the same thing - you simply encourage a race to emmigrate in that city and they will leave if there is a city they can go to (either in your empire or one you have a migration treaty with) any city that allows their race to emmigrate.
I wouldn't be opposed to the simpler system however - In fact it could add an interesting dynamic. If you had to pack up your population into caravans of some sort, and manually shuffle them to another city, they could be attacked on the way either by natural creatures, or other players.
What do the rest of you think?
I think I always played with a custom race in MoO so I hated all those other races around mucking up my gene pool. Can we say "just slightly" Xenophobic. So without fail I would either Bio-terminate the planets. Or if I wasn't powerful enough for that much hate from the rest, just bomb the hell out of them and exterminate all the rest lol. When you take Unification, plus to reseach and industry lets just say no other race does anything better. Especially since we always outlaw Creative, that really should have been worth 20 points on its own.
That said the ides you put forth are very well thought out and not bad. Yes it would add to the complexity. But it would also make for a deeper game. Really comes down to if the Devs have already decided something like this is going into the game or not.
I personally think there are too many moving parts in order to add a "multi-racial" mechanic. To me it simply doesn't fit in to the "game I have envisioned" so to speak ... or I feel that, without another component, it might could fit, but looking at the big picture it seems to not add enough for the added complexity
(kind of like how a Game's complexity runs on a logistics curve. You have to "attain" a certain amount of complexity to make it interesting, and then after that point added complexity simply doesn't increase the fun) -> I am sure each personality type has a different logistics curve for each specific genre of games, however doesn't this seem to be the case?
In the end its what the Dev-team's vision has room for. Either way I'll spend many obsessive hours on the Baby-Steps of each new mechanic. More specifically how to "optimize" it while taking into account the larger picture.
I was under the impression that if I conquer a city that is populated by a different race they still become part of my Empire. Then if I draft troops in that city they would come from that cities population. This would make armies made up of various races, right?
Excellent post Btw.
Well looks like they aren't planning anything like this from what I can tell from the recent journals.... since there are now only 3 races in the game, this is likely something thats going to have to be modded in.... I think I may try to get a team of you guys together to do this (along with a few of the other ideas I have posted and some I didn't bother because I knew they never would)...It's a shame something along these lines won't make it into vanilla Elemental, because the core game needs a good deep system like this (imo)...
The "only 3 races" is just for the beta I think, not for the final release.
One problem I see : if a city has 2 races living there, then what happen if I build a unit of 1000 "men" ? 500 from race A and 500 from race B ? What kind of skill will the unit get ? (if for instance all people from race A should have the skill forced march)
should the gam elet the player choose which kind of units he use ? Or only a trait choosed at start could let you choose ? Or some trait like xenophobia wouldn't let you build unit from other races ?
No i'm pretty sure they mean for the final release... They have removed Sub-Races from men, and with that change already they have reduced it to 4 races.... And from the way I read it they are dropping the Magnar as well which takes it to 3.
The easy solution to your problem is to require a racial selection prior to building a single unit. This way if you have 1000 eligible population, 500 Men, and 500 Goblin (forgot their Elemental name) than you could build 2 500 man units, but not a 1000 man combined army.
Of course with some nifty coding, you could do things like combining them and have the skill given out as a percentage.... so if you have a Forced March ability for Humans (say +10 movement), but not for goblins, if you combined the two you could only have +5 movement (you'd assume the humans would inspire their goblin troops to try and keep up?)... or something to that effect....
A trait such as the one you described is a great idea... maybe make it so that they can recruit less non-native troops, but not note at all... so if they have 1000 goblins in a city, and they normally could recruit 500 of them, instead they could only recruit 300....
There is another thread I posted in that goes into this to a lesser extent, but kind of implies many of the same things you're talking about.
https://forums.elementalgame.com/379634
That first section of yours is basically a carbon copy of my post, but the rest builds on the idea a lot, particularly with migration and integration. By that same token, those aspects are missing something.
Before I get to that though, I want to reiterate something from my other post in this thread, so people won't have to jump back and forth.
Slavery, Integration, Exile, and Extermination, and/or whatever other choices there may be, should all come with their own bonuses and/or penalties. (As it's been stated by the Stardock staff before, Bonuses are preferred as they feel better to the players, and it can be done in a balanced fashion.) Slavery gives you a cheap if somewhat inefficient labor force, Integration has the upside of possibly bringing people around to your way of thinking, increasing the efficiency of the city, Exile would force you to bring in your own population, but you'd receive a bonus to Prestige for showing mercy, and Extermination might also offer Prestige on the same reasoning that Exile does, except for being completely merciless. (I think there should be a different mechanic for Exile and Extermination, but I can't think of a good alternative at the moment.)
Now, closer to the actual context of this thread...
The issue with migration in multi-racial empires/kingdoms is this... Since when does a ruler decide where his people should go? Let's use a real life example here... America and Mexico. America receives hundreds, maybe thousands of illegal immigrants every day. It's not like a policy is going to stop people from doing whatever the hell they want, if they really want to do it. It only makes sense for an enslaved population to be completely (Read: Mostly) controllable via migration policies. The rest, however, should maintain their free will. The only way I can perceive this being done is to limit the max 'Off-Race' population of any given city.
Using your example(s), let's say you start as Human, and that you've just conquered an Elven city. Let's also add some context by saying this is your second city, towards the end of making this model relatively simple. (At least to start with.) Now City Hu1 should have a maximum possible Human population of 100%, but only a maximum Elven population of 10% or 20%.
My reasoning is, I think most of the folks from City El1 would probably like to stay in familiar surroundings and keep their stuff and not have to move, etc etc., and at the same time, I doubt they'd want to move closer to the people that just conquered them, though some might. This allows you some benefit for conquering other races, but doesn't allow you to capitalize on their bonuses like only a person playing that race should be able to do.
City El1, however, should have a maximum Elven Population limit of 100%, since it's an Elven City, but a maximum Human Population of 50%, (Maybe even just 100% again,) since your starting race is Human. Since you've just conquered this city, your human population might be interested in living somewhere new, so moving to this new, exotic town could be quite the thing for them. And in fact, given that the Conquered Elves are probably going to be more than just a little mad at you, they'd phase out to some extent, since Humans have a higher total number of possible people in both cities than the Elven population would.
By that same token, emmigration shouldn't be limited to just your cities. Suppose City El1's residents, instead of just staying where they are, decide they'd rather stay with their kind, being somewhat xenophobic, and you lose all or a portion of the population in that city once conquered, beyond what the city would lose just for the conquering. So, they'd go to where there are more Elves... So back to the Elven Domains for them. The obvious problem with this is, how do we handle the people running away from their former cities? Easily, actually. An event, a very simple event.
Let's switch perspective for a moment. All the above conditions are maintained, but now we're going to look at this from the Elven Kingdoms side of things. They've lost a city. For context, let's say that 15% of El1's population died in the Siege, and another 60% (For a total of 75%, which is probably too steep, but bare with me,) have left to return to the Elven Kingdoms. Now, it's safe to assume that since they've just left a battlefield, they have little in the way of supplies or morale, so we can assume that not all of them make it back. So we're left with 25% of the original population still in the city, and 25% of the original population making it back to the Elven Kingdoms. So several turns after the city falls (Depending on the time-frame of turns,) an event pops up for Elven Leader telling him this: "Refugee's from El1 have returned to your Kingdom! You gain X population."
Now, this is where things potentially get complicated. You could stop the mechanic for Migration right there, but I like to over-think stuff like this.
At this point, both races have been exposed to one-another. Now each has stories to tell the others, and some people, like in real life, get taken by wanderlust and overwhelmed by curiosity. So now, there's a chance that a small, very small portion of either population migrates to the other Domain. (Domain is going to be my blanket term for Empires and Kingdoms.)
When I say small, I mean very, very, very small, and it would have to be mitigated by the current population, either of the individual cities, or as a global whole. So for every 1000 people, 1 or 2, (.1-.2%,) might migrate to a new domain. It would have to, absolutely have to be in tenths, maybe even hundredths of percentiles to keep it balanced and disallow the abuse of the Psuedo-Race-Switching.
On the subject of enslaved populations, there should always be a chance for those to go down to some extent. Anything from .1% to 5% I'd say, depending on circumstance. (Slaves are always going to try to escape, and for the most part, they're always going to realize they'll fare better in a group than solo... Though the occasional lone wolf would escape.) The chances of it going up, however, require specific circumstances, and the chance of this event actually occurring would be very, very small. .5 to 1% of the time, if that often. (.3% to .7% seems better to me, but I like to keep the numbers round.)
This would, again, be handled by an event. "A group of your soldiers comes across a group of (Enslaved Race X,) in the mountains and captures them. You gain X slaves." In this case though, the amount would have to be an integer, and not a percent. The chances of large bands of people wandering into your territory that aren't aligned with a Military would be too small to make it a percentile. 1-20 population, and that's actually a really high top-end from where I'm sitting.
Okay, this is starting to borderline on being a sheer MOUNTAIN of text, so I'm going to stop myself right there and wrap up with this.
The mechanic would need some fine tuning, in all the aspects of the OP. It's not a bad idea, but I think we're starting to see just how complicated it would have to be to make it both realistic and balanced. We could always sacrifice realism for gameplay, but when dealing with the element of Free Will, there is no such thing as simplicity. There's a veritable Ocean of variables to consider in dealing with this, but I hope that this discussion keeps going and that the concepts and ideas in this thread continue to be built upon. This is a good idea, and would be a very interesting feature to have in the game, but it would require a ton of fore-thought and planning to implement... Good thing Stardock has all of us to tap for extra brainstorming/brainpower. =P
Edit: For clean-up and cosmetic purposes.
Ravenx suggested some interesting things on this subject in this threads doppleganger thread.
Honestly, I really hope they go with "Choice" over "Automation" when it comes to drafting units from a city with a mixed population.
It could really be done one of two ways....
One way would have you set policies within the city. The governor of the city could have an impact on Migration policy within a city, and your sovereign on the nation as a whole.
A second way to do it would be to use the Unit creator. You could create a Civilian Migration pack, like the scout and messenger do now. You would then be able to draft citizens to move under your command. This would give you absolute control over the movements of your people. A little less realistic, but maybe more fun?
What do you guys think?
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