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Sun's Products and Corporations Overhaul 1.0

Simplifies and Automates key mechanics of the M&C mode, allowing for missing AI interaction with it.

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01. Problems with AI and M&C mode:

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This mod aims at solving the following problems faced by AI:

- AI never uses Great Merchants for Corporation creation.
- WHEN allowed to (by allowing Builders to build Corporations), the AI will not create Products
through Projects.
- When incentivized to make any decision, the AI's erratic behavior will often ignore the
incentive still.


The objective, is to incentive AI participation and benefit in equal manner as the player, the result
of this WILL be AIs benefiting from products and corporations, Players will too benefit from these
changes which will probably translate into more aggressive Product related gameplay, this is intended.

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02. The Overhaul:

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There are 3 main changes to the M&C mode, each of them key features of the game:

- Builders can build Corporations
- Corporations now yield Products
- Product Slots redistributed in 3 tiers


a) Builders can Corporate:

Adds Builders as Valid Units for Corporations, the Improvements cost 1 charge.

- The cost should be 1 to assure the AI will do it, the behavior of it is erratic enough that
it will often ignore a potential Corporation until a worker is nearby, it is not optimal to
reduce the chance of AI Corporation development only because there is no Builder with 2 charges.

Tests with 2 or 3 charges will be made to balance if need be.


b) Corporations now yield Products:

A new way to acquire Products is added into the game:

-Corporations produce 1 Product at the start of the turn, for the next 5 turns after it's
founding, after that, no more Products can be created by any Civilization.

-The product is placed on a Random Slot, if there are no Slots available the Product is lost
forever.

These changes introduce some inconveniences into normal gameplay specially when the Modifiers
to link Corporations to Products are not so malleable, this is hard to solve, but can be a
feature if the game accommodates for early Product slot creation.

Will investigate into Corporation-stealing and it's consequences on Product Creation, and try
to include it if possible.

c) Product Slots redistributed in 3 tiers.

Redistributing Product Slots seems like a good way to prepare both AI and Players for Corporations
as soon as Economics is Studied by giving Slots during the early game.

This 3 tiers of Product Slot Distribution are created for this purpose:

Tier 1:
1 Greatwork Product Slot

Market, Bank, Lighthouse, Shipyard, Food Market and 2 Wonders.

List:

Buildings:
-Market
-Bank
-Gilded Vault
-Lighthouse
-Shipyard
-Food Market

Wonders:
-Colossus
-Great Lighthouse
-Great Zimbabwe

Tier 2:
2 Greatwork Product Slot

The replacements of Commercial Hub's buildings (Except Gilded Vault), Stock Exchange, Seaport, Shopping Mall and 3 Wonders.

List:

Buildings:
-Sukiennice (Market Replacement)
-Grand Bazaar (Bank Replacement)
-Stock Exchange
-Seaport
-Shopping Mall

Wonders:
-Torre de Belém
-Great Zimbabwe
-Casa de Contratación

Tier 3:
3 Greatwork Product Slot

2 Wonders

List:

Wonders:
-Panama Canal
-Golden Gate Bridge


Observations:

While Automatic loss of Products is not the best mechanic to add, I think that by spreading
Product Slots through the whole game can make AI and Players have a basic infrastructure to
hold at least 3 products by the coming of Economics, by making Slots a resource gained slowly
but by a large quantity of sources, Products can now be accommodated better in Civs geared
towards Economic development, and Civs geared against Economic development can hold at least a
couple of slots by having 2 or 3 tier 1 buildings or wonders.

The tier for Sukiennice and Grand Bazaar is decided to give synergy to Civs oriented to
Economic development, Gilded Vault does not receive bonus to not overshadow the other buildings.

Rework will be studied, considering adding or removing buildings or Wonders.

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03. Observations:

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AI Behavior:

AI WILL build Corporations and get products.
AI WILL NOT trade Products with other AI, haven't done enough testing to be sure.
AI WILL NOT Steal Corporations, at least I haven't seen it, I need to play several whole games to know

Flavor:

Since Projects are now replaced by automatic generation I think some explanation must be given
Flavor-wise as to the mechanics added, I will expand on my view of the new mechanics.

Workers building Corporations can be explained by a Private contract to build, just as Industries.

Products created automatically can be thought of as an Explosion of Brands following the expansion
of a determined Industry, A new market filling at the capacity allowed by it's infrastructure.

Product Slots are represented now as Brands coming from the usage of specific infrastructure,
Brands "born" out of the opportunity for trade following said infrastructure.

Updates:

There are several values and changes that could be made to the mod, though I am happy with it for
now so I won't make them until extended testing has occurred:

-Possible Change for charges needed to build Corporation.
-Adding delay to Product creation. Not yet shown to be possible
-Possible change to slot capacity, either drastic or small.
-Adjust Product creation Project to adapt to new mechanics.

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04. Final Thoughts:

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I've had fun fixing these mechanics, as I enjoy M&C myself, playing with an AI incapable of using
the same mechanics as me seemed off place, so now I can personally enjoy a mirrored M&C and share
this fix if this bothers you too.

Special thanks to Sailor Cat, Fuzzle and the Civ VI Modding Helpline Discord for their help on
SQL, Modifiers and General advise respectively

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