![]() |
| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
CORPORATE MAINTENANCE EXPLAINED (BtS 3.13)
This thread is not intended to offer in-depth strategies on how to manage Corporations, though understanding their mechanics lends itself to better utilizing them. This thread is not intended to be a discussion about whether Corporations are working as Firaxis intended them to be or if there is room for improvement, though in revealing the mechanics, it is bound to incite debate over whether they are adequately balanced. This post is meant as an explanation and a revelation of "the man behind the curtain". After reading this article, you should fully understand the different elements of Corporate Maintenance and how to fully calculate its impact on any of your cities. So here we go ... Table of Contents (this article's pretty long)
The Basics: Some Definitions (see the Civilopedia also). The following definitions represent a brief introduction to some of the different relevant Corporate elements I may refer to during this post. To reduce the length of this post and get you to the part you probably came for quicker and more easily, I've hidden the definitions in spoiler tags. If you're already familiar with Corporations, you may wish to skip this section. Spoiler for The Basics: Some Definitions:
The Not-So-Basics: The Man Behind The Curtain. Bear with me through this next section, because this one has all the math. A couple things to note first:
Some Conclusions & Thoughts On Corporate Management.
Other Articles.
In Closing.
-- my 2
Last edited by OTAKUjbski; Feb 26, 2008 at 04:14 PM. Reason: fixed a typo under "Environmentalism" |
|
|
|
|
|
#2 |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Addendum
The Cost of Expansion
The intial cost of expansion is the 100 (Normal speed) it costs to train the Corporate Executive. Debate still exists about the actual value of a hammer; I value 1 raw hammer at 3 . Given this assumption, this is how much the Executive 'costs' given various production bonuses:
There are 4 elements to the cost of Corporate Office expansion:
Last edited by OTAKUjbski; Nov 01, 2007 at 11:17 AM. |
|
|
|
|
|
#3 | |
|
Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,483
|
Two questions... you said:
Quote:
Also, I am curious if you could shed some light on how the cost to establish a franchise is calculated -- not exactly a corporate maintenance issue, but in the same ballpark.
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
|
|
|
|
|
|
#4 | ||
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Quote:
I changed it to read "or increase tile/specialist yields". Thanks. Quote:
|
||
|
|
|
|
|
#5 | |||
|
Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,483
|
Quote:
Quote:
Quote:
If the foreign corporate office "remain[s] in your cities" (even though it's dormant,) what happens if you try to establish a competing corporation in that city while the foreign franchise is still 'dormant' due to mercantilism? For instance, Japan owns Sid's Sushi and establishes a franchise in London. England switches to Mercantilism, meaning no benefits nor costs come from the Sushi branch in London. Later, England founds Cereal Mills and sends a Cereal Mills exec to establish a branch in London (still remaining in Mercantilism). Will this be considered a corporate "buy out", and thus be subject to an increased establishment cost? Or would England just pay the 'normal' cost to establish a new branch while Sushi was dormant? Small question, but one that became rather annoying to me in a recent game when Japan founded sushi and started spreading it like...well, hotcakes in my cities. The extra corporate costs started affecting my bottom line, so I started buying them out....at least, the ones in cities that didn't need extra culture. Thanks again for this article -- it is informative.
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
|||
|
|
|
|
|
#6 | |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
The Cost of Expansion
Quote:
If you are running Mercantilism, you do not have to buyout Foreign Corporate Offices! It's as if they don't even exist. When you spread your Domestic Corporation, the Foreign Office just disappears. |
|
|
|
|
|
|
#7 | |
|
Deity
Join Date: Oct 2005
Location: The Dreaming Spires
Posts: 4,373
|
A most excellent article! I must admit I'd relied more on observed corporation costs in my games than rigorously going through the maths when I was putting together strategies. If it's OK with you I'll add a link in my article to direct anyone wanting to know all the maths.
Quote:
__________________
"The opposite of the religious fanatic is not the fanatical atheist but the gentle cynic who cares not whether there is a god or not." - Eric Hoffer. Want to learn the true power of corporations in BtS? - Try my article on the power of Sushi! |
|
|
|
|
|
|
#8 | |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Quote:
And certainly ... I hope you don't mind I already took the liberty of linking to your article in my post.
|
|
|
|
|
|
|
#9 |
|
Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,275
|
Great article, very informative, very detailed.
I would like to add one comment about the formula. I don't think it was a good decision to add a population modifier to this formula (Firaxis decision). It means that a corporation has a higher maintenance in bigger cities while the raw benefits stay the same. Corporations are thus less efficient in big cities and more efficient in tiny cities. I don't see why that would be a good gameplay element. In reality, big corporations would like to settle in big cities to be near their customers. Those are the most profitable corporate offices. In the real world, a tiny village isn't a very good location for a corporate office. It also means that a cereal mills corporation or a Sid's sushi corporation can become too successful. If it results in so much food that the city sizes become very high, then the costs will become very high. It's a quadratic effect, the city size increases the cost and the increased number of resources used increases the cost. I admit that this will only occur when a very large number of resources is available to these corporations, a situation where you're likely close to a domination or conquest victory. Still, I don't like it when a formula that controls a game element starts to destabilise the economy when you're close to victory.
__________________
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
|
|
|
|
|
#10 | |
|
Warlord
Join Date: Apr 2007
Location: Washington, DC
Posts: 263
|
Quote:
|
|
|
|
|
|
|
#11 | |||
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Quote:
Thanks. {OP updated} Quote:
![]() The most obvious alternative would've been to make Corporate Bonuses come in on the bottom line so they aren't affected by +whatever% bonus buildings at all. However, that would still skew Corporations towards small cities, because the percentage of increase (and thus its effectiveness) would be far greater than in a large, well-developed city.Another alternative would've been to make Corporate Fees independent of population but dependent upon the appropriate +whatever% bonuses the city is getting. So a City with +100% to production might cost twice as much as a city with +0% production. This would definitely make Corporate Fees effectiveness-dependent (assuming that was Firaxis' intent), but it doesn't actually make sense. For example, if a steel-making company sells steel to a local contractor who then uses that steel to make a building, did it cost the steel manufacturer any more money because of the contractor's usage? No.If the goal is to prevent ballooning, I think either Corporations should have a hard limit to how many resources they consume, or Firaxis should change the Corporate Benefits system altogether so each additional instance of a resource is proportionally less expensive and less effective (essentially creating a ceiling where additional resources do nothing). Quote:
Also, large cities tend to have large budgets, and one of the first places they go to honor that budget is the Corporations. It's not uncommon for large cities to more heavily tax businesses to satisfy their monetary needs. And in that same vein, the cost of living in large cities is usually a lot higher than in small and medium-sized cities, so it makes sense that a Corporation's costs should increase as population (and thus cost of living) increases. -- my 2
|
|||
|
|
|
|
|
#12 |
|
Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,275
|
@OTAKUjbski
Interesting ideas. I agree with your reasoning why Firaxis chose this approach (city size increases cost) and the downsides of that approach. If I were to design the model, then I would just have let corporations be more efficient in cities with factories, markets, banks, universities and such without an extra cost for a large population. Companies tend to like a good distribution system, plenty of customers in the neighbourhood and a steady supply of well qualified personnel. I think a well developed city is the civilisation equivalent of that. And in gameplay, it means that you want to get corporations in well developed cities and rewards the player for developing his city well. Nothing wrong with that. I would have tried to balance the corporate benefits in a well developed city against the cost. Then you could add a corporation to an underdeveloped city, but it wouldn't become cost efficient until the other infrastructure in the city would be constructed. I also like your idea of diminishing returns for diminishing cost, effectively creating a ceiling to the effect and cost of a corporation. A mining inc. which gives +20 (raw/base) hammers to each city when you've acquired lots of resources is maybe a bit over the top. I think they didn't take this approach because it was deemed a too complicated model for a game (not that I agree).
__________________
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. Last edited by Roland Johansen; Nov 01, 2007 at 11:39 AM. |
|
|
|
|
|
#13 | |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Quote:
How about something like this instead ... diminish the value of the resources by dividing it by one of its roots before applying it to both the Benefits and the Fees: Code:
V = 5 Stored as <iWhatever> in CIV4WhateverInfo.xml -or- also viewed as: Code:
R
R = S * ( ----------- )
1
R ^ ( - )
V
Spoiler for what that looks like calculated out if V = 5:
I don't really think that's too much math for a game, because this formula replaces another -- instead of making a population modifier formula to effect the base cost as a whole, there is instead a resource modifier formula to affect the value of a resource (instead of just using MapSize). You'd likely have to use a similar formula for the benefits, though this whole change would stand to make Corporations considerably less expensive & less effective than they are now, which would probably lead to yet another reduction of <iHeadquarterCommerce> -- making the HQ even less profitable. Plus, without a population modifier as a psuedo effeciency check, you could really abuse a system like this in large, high +whatever% bonus cities. I think I'm starting to see why they just went with the population modifier. Is it realistic, though? I know gameplay can't suffer from realism, but diminishing returns doesn't make sense. IRL, the more resources you can obtain and use, the more effecient (more production for cheaper) your system usually becomes. If anything, a Corporation's yields should keep rising as the cost diminishes. I think I'd vote to leave the Corporate Fee calculation the same for everything (including population) except to diminish the cost value of a resource as per the formula just mentioned above. The benefit value of a resource should remain the same ... at the most, it could be diminished using a very large V value. -- my 2
Last edited by OTAKUjbski; Nov 01, 2007 at 01:41 PM. |
|
|
|
|
|
|
#14 |
|
Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,275
|
@OTAKUjbski
You're essentially replacing R by R^(4/5) (or in general R^(v-1/v) ). That's indeed a slower growing function (the closer v is to 1, the slower the function grows). Since R*S seems to be a more constant value when compared between various map sizes, you probably would want to use (R*S)^(4/5) and corporation benefits should be linearly related to that value. Then you'd get a system of diminishing returns for diminishing cost. Is that realistic? Mwah, the basic idea that 30 resources in a large 30 city empire is more than (actually 6 times as much as) 5 resources in a small 5 city empire is actually a bit weird. So using any kind of realism argument on corporations probably doesn't work. You'd need a real quantifiable resource system and distribution system in the game for that. Still corporations are a fun concept and if you don't think too much about it, then it works. More a monopoly kind of concept, cornering the market is efficient or something like that. I think replacing the factor P = (population +17)/18 by P = 2 would work adequately and wouldn't destabilise the game. It would just balance the cost of corporations on what they're now in size 19 cities. It would mean that the efficiency of corporations is just dependent on the level of development (factories, banks, universities, courthouses) of the city. By the way, is it difficult to change the model in such a way that the factor P is replaced by P=2?
__________________
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. Last edited by Roland Johansen; Nov 01, 2007 at 06:34 PM. |
|
|
|
|
|
#15 | |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Quote:
That being said, I like the idea to equalize the costs based on a population 19 city. It doesn't address the "ballooning" problem, but it definitely solves the "infinite sprawl" strategy you mentioned before. Last edited by OTAKUjbski; Nov 01, 2007 at 10:54 PM. |
|
|
|
|
|
|
#16 | |
|
Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,275
|
Quote:
It does address the ballooning problem to some extent, namely that the increase in cost is restricted to a result of having many resources and not a quadratic effect from multiple resources and high population.
__________________
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
|
|
|
|
|
|
#17 |
|
Natural Born Threadkiller
Join Date: Mar 2007
Location: in your monitor
Posts: 1,440
|
Thanks to Bhruic and Solver for pointing it out, I have the real equation from CvCity.cpp:
Spoiler for Lines 5510 through 5553:
Specifically: Code:
iMaintenance *= (getPopulation() + 17); iMaintenance /= 18; Looking at the code, though, I feel like I wasted a lot of time doing it the hard way.
|
|
|
|
|
|
#18 |
|
Immortal
Join Date: Apr 2004
Posts: 5,484
|
One thought as to why the pop multplier is in there... All forms of 'city maintenance' have a population multiplier, and except for distance, it is the exact same multiplier for city number, colonial costs, and corporation
(Pop+17)/18
__________________
Improvement Ideas Diplomatic Victory: http://forums.civfanatics.com/showpo...6&postcount=11 Global Warming:http://forums.civfanatics.com/showpo...4&postcount=18 Miscellaneous: http://forums.civfanatics.com/showpo...20&postcount=7 |
|
|
|
|
|
#19 | ||
|
Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,275
|
Quote:
By the way, I've done the same with a civic upkeep and unit upkeep article. I did it the hard way just by testing and finding a pattern in the world builder. Looking into the code is for the lazy guys. We want a real challenge. Quote:
The corporations have a whole balance system on their own, rather independent from the various other game elements. Their costs should just be balanced against their benefits and not against a rather unrelated element like the size of the population of the city.
__________________
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
||
|
|
|
|
|
#20 |
|
Quechua General
Join Date: Mar 2006
Location: at home :)
Posts: 619
|
Super article! you must have put much effort for creating this one :-)
The only possible extention to this article I can think of would be a guide on how map types&sizes&climate settings adjust the number of resources spawned on the map. You don't have to include such section to your article, but could refer to another article... I assume on huge maps corporations are significantly stronger, but perhaps you could document by how much they are stronger. Again great article, very detailed with many examples, I wished I could vote 6stars =) |
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Unit maintenance explained | Roland Johansen | Civ4 Strategy Articles | 34 | Dec 16, 2009 03:56 PM |
| Corporate Maintenance Explained | OTAKUjbski | Article Comments | 0 | Mar 17, 2008 07:33 PM |
| Corporate Buyout | rene_ryou | Civ4 - SDK/Python | 3 | Dec 21, 2007 10:50 AM |
| Corporate Maintenance Explained | OTAKUjbski | Civ4 - General Discussions | 266 | Oct 31, 2007 03:08 PM |
| Corporate lessons | DBear | Humor & Jokes | 0 | May 21, 2005 08:57 PM |