Migrants
Population type

Migrants

#Migrants
Value: 0 pts

Cheap 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

Resources
💎 Food 1

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

💰 Gold 1 /tick

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Event Probability

Modifies chance of city events occurring

Epidemic +10%
Protests +5%
Mutiny ±0%
Famine ±0%
Corruption ±0%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Cheap temporary labor that converts to permanent Citizens
Relevance 🌱 Early Game
Type Quantifiable

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

Medics: Counter the Epidemic risk increasePriests: Counter the Protests risk increaseTabern: Reduces Protests risk citywide
🚫

Countered By

Epidemic event: Migrants amplify outbreak riskProtests event: Cultural tensions increase unrestSummer season: +25% Epidemic risk compounds with Migrant modifier
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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.