Automatic Pop Migration (3.8.*)

Economy, Gameplay


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):
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Is manually shifting around pops that are out of work and homeless getting you down? Want to get back to conquering the gala...

Author: Ambit

Created: 1 Sep, 2021 @ 3:03pm

Updated: 12 Jun, 2023 @ 2:59pm

Subscribers: 16466


Size (unpacked) : 1.020 MB

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.

How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

This instruction is not written yet..