How we select where people go and how many people move is highly dependent on the Migration Attraction a state has. Mass Migrations on the other hand are the mechanism for Pops to migrate between different markets and have a stronger cultural focus. Market Migrations happen exclusively within your market and are largely due to economical factors in a Pop’s life. Migration in Victoria 3, as you might know, comes in two main forms: Market Migrations and Mass Migrations. General ConceptsBefore I go into details below, it’s important we are on the same page for what different terms mean and how they work. The new implementation is simpler to understand when you are working with it which is a big plus for us, and incidentally should also make life easier for modders!įinally, we also wanted to take the opportunity to sneak in some QoL and UX improvements while we were at it, which you’ll find towards the end of this dev diary. On top of performance, another reason we are doing these changes is to make the system more maintainable and easier to work with in the future. In 1.6 we avoid splitting Pops for migration as much as possible so we can keep the number of Pops down. In the current version of the game, migration works by regularly splitting Pops up and moving the pieces all over the place, which of course results in a higher number of Pops and worsened performance as the game goes on. These changes fall into the second category. Another aspect of it is looking at what design decisions we have made and considering if we can change them so gameplay still works but the mechanics are more performance-friendly. Part of that is making small optimizations here and there, caching this or that value, pushing how much we can run in parallel and so on. We hear your concerns about mid- to late-game pacing and we’re constantly looking for opportunities to improve how well the game runs. So what is the purpose of this? Primarily, it’s about performance. In fact, gameplay should feel somewhat similar, particularly if you don’t know the exact details of how it used to work. Unlike say the military rework, the goal here isn’t to completely change the gameplay surrounding migration. Goals for the changesTo begin with I’d like to clarify what the goals for these changes are, and (importantly) what they aren't. I have also conscripted volunteered one of our programmers, Konrad, down from the code mines to give us some of the nitty gritty details about what’s going on. That should produce a pretty accurate ruler.Hello! I’m Alex, one of the system designers on Victoria 3 and I’m here to tell you a bit about what changes we have been planning for Migration in 1.6. If the ruler is not accurate or it displays the wrong screen size, click on the "select your monitor dimension" link and select the closest size that matches your screen (diagonal measurement). The web site can retrieve the resolution of your monitor but not the actual hardware identification or screen density. The ruler is based on a typical screen density and typical bezel losses. That won't necessarily match anything in real life if you compare the screen display during editing to a ruler. The other is used within an application to display the output dimension when the "document" is printed. One type displays the physical size of what is displayed on the screen (which requires input of the monitor pixel density for accuracy unless it is reporting pixels). If the manufacturer published a 14" spec for the width, that probably represents the nominal dimension of what is behind the bezel.Ī common pixel resolution for monitors is around 96 ppi, so 13.9" for 1366 pixels is about right. So that's not a particularly useful measurement for your purposes. First manufacturer specs for screen size are based on a diagonal measurement and may include what is hidden behind the plastic bezel. There may be several different things going on.
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