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There are plenty of comments pointing this out already, the back button is your friend....
Can anyone else confirm these problems / bugs?
I've rarely had folks immigrating into my cities, even when my happiness is much greater than my nearest neighbors. Most of the time, my pops emigrate to my neighbors immediately after a growth event even when their happiness is only marginally greater than mine; therefore, the mechanic is nothing but a drain on my own Civ as I'm growing free pops for my competitors. It's a great incentive to keep my happiness as high as possible, but since half the world is a refugee camp for my (allegedly) neglected citizens, I've had to disable this mod.
There's no evidence of production playing any non-negligible role in attracting new pops, in any of my games (even when this is the only mod installed).
This is a really cool idea, I always love to add mods that give a depth of realism even if people want to make it political.
Unfortunately if ran simultaneously with the Vox Pop mod and other overhaul mods it renders city project menus unaccessible. You can't even click it. It took me a while to track the bug down to here.
To add to @Xenovista's comment: It should add unhappiness if the emigrants can't work tiles or in factory/specialty buildings or if they don't have access to education buildings.
Cool idea OP, I wish I knew enough LUA scripting to help you out.
https://forums.civfanatics.com/threads/emigration.388983/
v4 should work with GnK and maybe even v5, i'm not sure though
Runtime Error: ..\MODS\Emigration (v 6)\Lua\Emigration.lua:21: attempt to call global 'GetProsperity' (a nil value)
It seems it needs an overhaul because it is based on Vanilla Happiness. In Vox Populi, it uses a new happiness mechanics.
Seriously, those ocmments