Civilization 7 Migrant Guide: 7 Easy Tips to Maximize Growth & Settlement Success

If you’ve spent any amount of time playing Civilization 7, you’ve probably gotten the pop-up out of nowhere: a group of migrants from a neighboring empire is asking to settle in one of your border cities. If you’re like most new players, your first move was probably to panic, wondering if accepting would crash your food supply or cause unrest you can’t fix. Most players never learn to leverage the Civilization 7 migrant system to their advantage, even though it’s one of the fastest ways to boost your empire’s growth and output without investing extra turns into food buildings or fertility policies.

How Civilization 7 Migrant Spawning Works, and What Triggers It

Migrant groups don’t show up randomly, even if it feels that way at first. The game uses a hidden “empire attractiveness” score to calculate which civs get migrant requests, and the size of those groups. Your attractiveness score goes up when you have higher average amenities per citizen than nearby civs, low unrest across all your cities, open border agreements with other nations, and active trade routes with neutral or friendly empires. Migrants will never spawn if your empire has more than 2 active food shortages across all cities, no matter how high your other attractiveness metrics are. That’s why you’ll almost never get migrant requests in the first 15 turns of the game, before you’ve built your first granaries and secured access to extra food tiles. Group sizes range from 2 to 8 population units, with larger groups spawning when your attractiveness score is 30% or higher than all nearby civs. I’ve gotten groups of 7 migrants as late as the Atomic era, when my civ was the only one in the region with zero unrest and access to three different luxury resources that other nations didn’t have.

Key Pros and Cons of Accepting Migrant Groups

It’s easy to fixate on the short-term downsides of taking in migrants, but the long-term benefits almost always outweigh the temporary headaches for most play styles. The biggest upside is the instant population boost, which cuts the time you wait for natural city growth by multiple turns. Migrants from more technologically advanced civs will also often bring a free 10% boost to a random tech or civic you’re currently researching, which can be a huge help for science or culture victories. Of course, there are real risks if you accept groups without planning. A migrant group will immediately add to your city’s population, so you’ll face extra strain on food and housing for 3 to 5 turns after they arrive. If you don’t have spare amenities, you might see a temporary unrest spike that drops production by 10% for a few turns. There’s also a 15% chance a migrant group from a civ you’re in a cold war with will have a spy embedded, which can steal tech or sabotage buildings if you don’t catch them. Accepting migrants from a civ you have a declaration of friendship with cuts the risk of negative events by 75%, so those groups are almost always worth taking. Rejecting a migrant group will drop your empire's attractiveness score by 20% for 10 turns, so you’ll miss out on future requests if you say no too often early on.

Step-by-Step Tips to Integrate Migrants Without Disrupting Your Empire

Most of the negative side effects of accepting migrants come from poor integration, not the groups themselves. You can eliminate almost all unrest and resource strain by following three simple steps every time you approve a migrant request:

  • Pause all non-essential construction in the receiving city for 2 turns and prioritize housing or food buildings first, like a granary or water mill if you haven't built one already.
  • Assign 1 existing city population to an amenity tile (like a luxury resource or entertainment complex) for 5 turns after migrants arrive to offset temporary unhappiness.
  • Enable the "Migrant Integration" policy card for 10 turns after accepting any group larger than 4 people to cut unrest risk by 40% and boost their productivity by 20%.
These steps take almost no extra effort, but they make a massive difference in how quickly migrants start contributing to your empire. I once accepted a group of 6 migrants in a newly founded border city that only had 3 existing population, and followed these steps to avoid any food shortages or unrest at all. The extra population let me finish building a holy site 3 turns earlier than planned, which helped me lock in a religion before any other civ on the map. Integrated migrants will generate 1 extra loyalty per turn for 30 turns if you follow all three steps above, which is a huge bonus for border cities that are at risk of flipping to a neighboring empire.

When You Should Reject Migrants (And How to Do It Without Penalties)

For the most part, accepting migrants is the right call, but there are a few specific scenarios where saying no is the smarter move. If your receiving city is already at 100% housing capacity and you don’t have any way to build extra housing in the next 3 turns, accepting migrants will cause immediate unrest that can take 10+ turns to fix. You should also say no if you’re in the middle of an active war and all your city production is going to military units, since you won’t have time to build extra food or housing to support the new population. If you do need to reject a group, you don’t have to take the attractiveness penalty. If you have the “Closed Borders” policy card active, you can turn down any migrant request with no negative consequences. You can also offer the group 100 to 200 gold (depending on their size) to resettle in another empire, which keeps your attractiveness score intact and even gives you a small relation boost with the civ the migrants came from. Rejecting migrants from an enemy civ without using one of these workarounds will give them a free casus belli against you for 15 turns, so never turn down a group from a nation you’re already in tension with unless you’re prepared to fight a war over it.

Migrants are one of the most underrated mechanics in the game, and most players leave tons of growth on the table by ignoring or rejecting them. The temporary downsides are easy to mitigate with a tiny bit of pre-planning, and the long-term boosts to production, tech, and loyalty can push your victory timeline forward by 10 turns or more. Once you get the hang of the Civilization 7 migrant system, you’ll find yourself actively working to raise your attractiveness score to draw in more groups, instead of panicking when the request pop-up shows up. I’ve used this exact strategy to win both science and domination victories on Deity difficulty, and it works just as well for casual playthroughs with friends.