Improving evolving corporations

jackelgull

An aberration of nature
Joined
Dec 30, 2013
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Within the realm of impossibility
I have an idea for corporations that I want to mod, once I have some free time to learn how to mod and to make the mod, but before I invest any effort, I want to know if this is possible.

This is going to try and model the evolutionary nature of corporations, and make them and free market worthwhile.
The first step is going to be decentralized localized markets. When you first research agriculture for example, or if you start with agriculture, and within the city limits you have a farming resource, you get +1 food per type. So 2 corns=1 food, while a rice+ a corn= 2 food. This effect only applies to resource within city limits, not to resources around your empire as a whole. There will be no cost maintenance for these but their effect will be rather limited. I am planning to make one for strategic mining resources at mining, and one for luxury resources at calendar. Then at currency, these localized markets will become localized guilds- their effects are rather similar, but rather than add food, production or commerce based on variety of resources within the city radius/ big fat cross of the city, they will add these things based on resources within empire as whole, simulating increased amount of trade between cities, but still the localized nature of guilds.

At banking, the next stage of the evolution are joint stock companies. These act like corporations in BtS in a sense. If you have a Great Merchant, you can build the head quarters for these companies and get the general gold bonus, along with executives, but here maintenance costs are introduced, if you choose to build the head quarters. Still, here is a twist- if you run mercantilism, you can build a special type of unit- a ship that can do a GM kind of mission in which the ship enters a foreign city and is sacrificed for gold, essentially a hammers for gold conversion. But perhaps that won't fit thematically with the idea of mercantilism, so maybe I might just do a hidden nationality ship that earns gold through blockading trade routes and winning naval battles. And of course bonuses are based on number of resources like corporations in BtS.

Then at corporation, you can if you have the joint stock company build the corporation headquarter corresponding to that joint stock company, which is functionally similar, though corporation headquarters will have higher gold per city than joint stock companies and higher maintenance costs. And if you run free market, cities with corporations can build buildings which grant specialist slots and bonuses based on population.

Some other civics will be changed to account for these new improved and evolving corporations. To prevent the food bonus from becoming too overpowered, caste system will be nerfed- I don't know how, but it will be, and slavery will be restricted to units only, not buildings.

As for State Property, it won't change, but if a player goes with it, all corporations will disappear, even the passive localized guilds that cost no maintenance.
 
Yes, all the ideas you listed can be done.

Implementing (as they all require some, to a lot of .dll modification) the ideas properly/fully in a mod may not be as simple as the proof-of-concept, however.
 
Everything is possible (minus some graphical limitations), so long as you know where the functions are stored, where functions called, etc.
 
You have some really good ideas to be sure !!
Goldman & Sachs (or Sachzz or Sa... I dont know that frakking name xd but You have talent !!) Let's bring those old grandfatherts to their knees ! xD hehe
 
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