Stellaris

Stellaris

323 ratings
Automatic Pop Migration (3.8.*)
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1.070 MB
1 Sep, 2021 @ 3:03pm
12 Jun, 2023 @ 2:59pm
13 Change Notes ( view )

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Automatic Pop Migration (3.8.*)

Description
This mod is a continuation of the original, created by The Dadinator, following his expression to discontinue support.

Original Mod
Original Description (links culled to avoid misdirection):
====================================================================
Is manually shifting around pops that are out of work and homeless getting you down? Want to get back to conquering the galaxy? This mod will find new planets for your out of work homeless pops so you don't have to.

Notes
MAKE SURE TO TURN IT ON AT YOUR CAPITAL.

still dont work? join the discord and open a ticket.

Future
There are no planned feature updates to this mod.
only updating to work with the current version of the game

Features
  • Turn on or off Automatic Pop Migration from the decisions panel on your capital world.
  • Policy to determine if only targeting unemployed and overcrowded pops or all unemployed pops
  • Policy to set habitability preference - either the default 60% minimum, an 80% minimum or allow any habitability
  • Policy to force migrate based on low habitability. regardless of employment or housing status. A maximum of 3 pops per month. The last pop on planet will not move. NOTE: Increased risk of building destruction!
  • Only resettles pops that are allowed to migrate.
  • Also works for machine empires where migration is not allowed
  • Cost per pop approximates resettlement cost which is defined at a job category level and is influenced by certain traits, civics, and traditions and will cost from 12.5 - 225 energy per pop .
  • Finds new planets based on best habitability and won't move pops to planets with less than 60% habitability, if set by policy.
  • New planets must have available housing and jobs.
  • Can use a planet decision set a single planet as the preferred location for pops to move to. This costs 25 influence and 1000 energy to set. Planet must still have a habitability of greater or equal to 60% for the pop to move there if set by policy.
  • Can use a planet decision to set planets to have a research, mining, food, or energy focus at the cost of 10 influence per planet. Pops that have traits that boost these jobs will be more likely to settle there.
  • Can use a planet decision to migrate Toilers from Thrall-Worlds at the cost of 10 influence per planet.
  • Can set a planet as not allowing pops to migrate in the context of Automatic Pop Migration.
  • Can set a planet to move all homeless pops, regardless of employment, starting with the lowest strata and moving upwards.
  • Can set a planet to allow assimilating pops to migrate to other worlds.
    Job Retraining Campaign edict to reduce the time a newly unemployed specialist / ruler take to demote to a lower job category. It only works on people unemployed after the campaign is active.
  • Moving occurs on the 3rd of the month to lessen the strain on 1st day of the month game processing.
Compatibility
No vanilla files were harmed in making this mod.
Compatible with Stellaris v3.6.*
As with any mod that affects game play, NOT achievement compatible.

Bugs
Bugs can be posted in the At War Discord[discord.gg]

DISCLAIMER
Im only updating this mod when it breaks.
74 Comments
cjbtlr 24 May @ 10:27am 
Also getting blank event pop ups. Will have to unsubscribe untill this is adressed.
Void 20 May @ 1:45am 
upgrade to 4.* in the works? my game throws out constant blank event popups when active. :/
Bahamut 4 Mar @ 6:25am 
mod works for abit then stops it doesnt work if there just unemployed they also always have to be homeless tryed changing it to only unemployed and it does nothing at all
BloodKing 9 Feb @ 6:36am 
does it still work?
S 25 Jan @ 10:50pm 
working still?
scripper2002 19 Sep, 2024 @ 7:51am 
bro he doesn't worke for pops that hav the virtual traite
Soli 24 Jul, 2024 @ 12:34pm 
Does a job count as "free" even if it is deprioritized? Thanks
gobbibomb 22 Mar, 2024 @ 1:46pm 
I understand that you are just the maintainer, but I would like to offer some constructive:

The code is not optimize, when fire event use trigger for verify exist planet avaible for resettle (use trigger any_planet with resource energy) and not verify in every planet after not optimize code in multiplayer session is heavy mod and lagging late game.
costs of resettle is not update at new cost of last version.
The variable for find cost is write wrong and useless complicated, you can use modifiers mult in script value with base at 1:
example energy = 100 mult = value:pop_resettlement_cost_mult with value =
base = 1
add = modifier:pop_resettlement_cost_mult.
How. can use modifiers pop_resettlement_cost_mult and country_resettlement_cost_mult for know the cost effective of resettle.
last 2 of these things plus others make the mod heavy to maintain.
Name of mod is wrong, is auto resettle not auto migration.
Why use variable when can fire effect if resettle? is useless cost of variables.
эвил заза 20 Mar, 2024 @ 6:14am 
this mod is like my penis
does not work after 31 !!! :steamhappy::steamhappy: please update
Starempire42 1 Feb, 2024 @ 1:45am 
Good question, does it?