Migrants
#MigrantsCheap labor with event risks, converts to Citizens.
Description
❖Wanderers seeking shelter, opportunity, and a new destiny within the realm. Migrants produce 1 Gold per tick while consuming only 1 Food. They increase Epidemic probability by 10% and Protests by 5%. After acclimation they convert to Citizens.
Full Encyclopedia Entry ▼
Migrants arrive from distant lands, fleeing war, famine, or chasing dreams of fortune and peace. Though unfamiliar with local customs, they bring fresh knowledge, diverse skills, and new perspectives. When welcomed and integrated, migrants accelerate growth and innovation. Their presence is a testament to the empire's reputation as a beacon of hope and opportunity. However, crowded conditions and unfamiliar diseases make Epidemic outbreaks 10% more likely, while cultural tensions can spark Protests (5% increased risk).
Maintenance
Periodic Costs
Consumed repeatedly over time
Production
Base output per tick (INTEGER values). Scaling ratios show growth per level.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + Produces 1 Gold per tick (some income)
- + Lowest maintenance cost (1 Food)
- + 0 population points (no capacity burden)
- + Converts to Citizens for permanent workforce
- + Quick population growth method
Disadvantages
- - +10% Epidemic probability per worker
- - +5% Protests probability per worker
- - Lower gold production than Citizens (1 vs 2)
- - Temporary status - must convert to be useful
Warnings
- ! Large migrant populations significantly increase disease risk
- ! Convert migrants to Citizens before Epidemic strikes
- ! Monitor Protests probability when accepting many migrants
- ! Event modifiers stack multiplicatively - 10 Migrants = 1.1^10 = 2.59x Epidemic risk
Synergies
Countered By
Scaling
Each Migrant produces 1 Gold, consumes 1 Food, and multiplies Epidemic probability by 1.1 and Protests by 1.05. Event modifiers stack multiplicatively across all Migrants.