![]() ![]() Discrimination, too, plays a role in migration. States with a low population compared to the amount of available land are especially attractive to economic immigrants. ![]() In general, Pops will move from States with a low standard of living and a lack of employment opportunities to states with a high standard of living and jobs to offer. It is possible for a country to directly encourage Migration to a specific state through the ‘Greener Grass Campaign’ Decree, at the cost of some Authority. Migration Attraction is a value that is based on the average Standard of Living in the state, and modified by various factors such as over/underpopulation, unemployment/available jobs and so on. Which Pops migrate from and to what States depends on the Migration Attraction of each State. Barring certain exceptions (such as slaves not being able to migrate, as covered in the previous dev diary), Pops are generally always able to move between States in the Market, though the number of individuals that are able to change their homes on a weekly basis varies based on factors such as the local Infrastructure and Market Access in the two States. Intra-Market Migration is the movement of Pops between two States that are part of the same Market. There are two types of Migration in Victoria 3: Intra-Market Migration and Mass Migration, and we’ll be explaining both of these starting with Intra-Market Migration. Today’s topic is Migration (meaning the movement of Pops between states), what role it plays in Victoria 3, and how it functions mechanically. ![]() Whether Victoria III succeeds, I'm glad it's still trying.Hello and welcome to yet another Victoria 3 dev diary. While never handled in a deep and profound morality lesson way, it works for a grand strategy game." In an article on how historical games integrate or ignore slavery, Amanda Kerri wrote for us that by simulating the many consequences of slavery, "Victoria teaches you that slavery in the end causes social issues that modern societies cannot prosper in, and can actually hold back the ideas of social prosperity. To its credit, Victoria 2 was better about it than most, too. In each case, slavery is still ultimately being abstracted into an interactive game system, but it's a more honest attempt to represent a significant topic than is present in most historical games. The post goes into a lot more detail than my brief summary. Nations can also enact slavery laws, permitting the slave trade, debt slavery, abolishing slavery outright, or allowing "Legacy Slavery", where the slave trade is illegal but not abolished entirely. Buildings can 'employ' slaves for the economic benefit of the building owners, enslaved populations can resist by any means available to them, and abolitionists inside and outside your country can attempt to stop slavery or the slave trade. Paradox then dive into detail about how the game's different systems engage with slavery. "So what statement would we be making if we simply wrote all enslaved individuals out of history, or reduced them into an abstract set of modifiers?" The post goes on to explain that slavery was a catalyst for several conflicts represented in the game, which would be "bizarrely contextless" if slavery did not play a part, and that through the game's 'Pop system' they're aiming to represent every individual human on the planet from 1836. "For Victoria 3, we don’t think these options work for us for two main reasons." "Slavery is, obviously, a horrific crime against humanity and precisely for this reason, many games that have a slavery-related setting or mechanics will either leave it out of the game or abstract it into something that’s less ‘on the nose’ (for example by simply applying some form of economic bonus at the expense of decreased stability)," begins the post. The latest development diary post for Victoria III talks in detail about how Paradox's empire builder will deal with the topic of slavery. ![]()
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