(9-012) Corporations II: Balance Changes

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hokath

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Motivation:
Now VP is so stable, and AI bonuses less front-loaded, I find myself playing almost every game to the victory screen (or the defeat screen, man Immortal is hard)
It becomes apparent that Corporations as they currently stand determine, to a large part, the outcome of the game. Yet, you cannot reasonably control even which Corporation you Found.
For example, 10 Franchises of Giorgio Armeier gives you +20 Culture per Office (that is, per City) giving a double-digit percentage of your total Culture.
Meanwhile Civilized Jewelers on the same number of Franchises gives over 100% Great Person Rate AND 30% Golden Age Length.
These bonuses are unlike any other game system with the possible exception of the "quadratic scaling" buildings like Factory and Chaebol.
Then, you can gain a 10% yield modifier per trade route (to a city with a Franchise), something which can even exceed 100% local modifier, which is total unprecedented anywhere else in the game where even the strongest ideological tenets only reach a value of 20 or 30%. This too needs to be reined in.

I've split up my proposal into 3 parts that I think can stand alone.

Note: Max Franchises is 25 for assessing scaling bonuses. It can be exceeded by tenets like Nationalization.

Proposal:

Corporations
Each has 5 efffects: TR boost, special effect (often to TR), building yields, specialist yields (except Twokay), and Franchise tourism
  • Corporation tooltips are updated to suggest to the player what victory conditions they support
    This is both an aid to the new player and to inform our design

  • Trader Sids
    (main yield :c5gold: Gold)
    Diplo focus
    • Cinnamon, Sugar, Salt, Nutmeg/Cloves/Pepper, Cocoa, Coffee, and Tobacco
    • +3 Trade Routes (up from 1)
      Intended to boost City-State Influence gain from Statecraft
    • 100% Land TR range
    • +4 Gold from Broadcast Towers in all Cities
    • +3 💰 Gold from Caravansary and Market in all Cities.
    • +3 Food from Merchants in all cities
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +5 Gold from listed Resources
      • +2 Gold (down from +3) per global Franchise
      • Incoming Route +4 Gold to you, +2 Gold for them
      • +2% Production per CS Trade Route on Empire
      • +3% (down from 10%) Gold per TR to City with a Franchise
  • Twokay Foods
    (main yield :c5food: Food)
    Domination focus
    • Horse, Wine, Truffles, Citrus, Olives, Coffee, and Tea
    • +1 Trade Route
    • Trade units reveal fog of war
    • +3 🌾 Food from Grocer, Hospital, and Agribusiness in all Cities.
    • +5 Food from Agribusiness
    • 1 Horse per Franchise
      these count towards Monopolies, having a military benefit
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +5 Food from listed Resources
      • +2 Food (down from +3) per global Franchise
      • +10% Food in the City
      • -2% Empire Size Modifier in all Cities (down from -5)
        Note this is a global bonus and is very, very strong
      • -1 to all Needs
      • +3% (down from 10%) Food per TR to City with a Franchise
  • Hexxon Refinery
    (main yield 🔮 BGP, was Production)
    Domination and Spaceship focus
    • Coal, Oil, Incense, Uranium, Brazilwood, Perfume, and Glass
    • +1 Trade Route
    • 5 Oil and Coal and 1 of each per Franchise
      Was 1/3 on every Office, which scaled to heaven
    • +15% production to Oil/Aluminium/Uranium Units
    • +5 Production, Science, and BGP to Refineries in all Cities
    • +2 Science from Engineers
    • +3 🔨 Production from Refinery, Tidal Power Plant, Hydroelectric Power Plant, Nuclear Power Plant, Wind Power Plant, and Solar Power Plant in all Cities.
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +8 BGP from listed Resource
      • +3 BGP per global Franchise
      • +15% Production to Military Units
      • +1 oil and coal per 3 franchises
      • Convert 25% Production Cost to Science on training Military Units
      • +50% Science from Trade Routes
  • Giorgio Armeier
    (main yield :c5culture: Culture)
    Culture focus
    • Silk, Cotton, Dye, Furs, Lapis Lazuli, and Perfume
    • +1 Trade Route
    • Incoming TR generate +5 Gold for their owner
      Encourages people to trade with you so you get the +% Tourism boost
    • +4 Culture from Stadiums
    • +2 🎵 Culture from Museum and Opera House in all Cities.
    • +2 Culture, Gold, and Tourism from Artists, Writers, and Musicians in all cities
      And office will have an Artist slot
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +3 Culture from listed Resources
      • +1 Culture (down from +2) per Global franchise
      • +2% GPP per Franchise (moved and nerfed from Civilized Jewelers)
      • 1 Artist Slot
      • -1 Unhappiness from Illiteracy and Boredom
      • +3% (down from 10%) Culture per TR to City with a Franchise
  • Firaxite Materials
    (main yield :c5science: Science)
    Spaceship focus
    • Iron, Aluminum, Marble, Copper, Jade, and Porcelain
    • +1 Trade Route
    • Trade Routes cannot be plunded
      I don't think this is balance to be on only 1 Corporation, especially the Science one
    • 2 Iron and 1 Aluminium per 2 Franchises
    • +3 Science from Stock Exchanges
    • +3 ⚗️ Science from Factory and University in all Cities.
    • +2 Production from Scientists in all cities
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +3 Science from listed Resources
      • +1 Science (down from +2) per global Franchise
      • 10% Production to Buildings (down from 20%)
      • 10 Science when constructing a Building, scaling with Era
      • +8 Science on Building after discovering Electronics
      • +3% Science per TR to City with a Franchise
  • Civilized Jewelers
    (main yield :tourism: Tourism, was GAP)
    Culture and Diplo focus
    • Gold, Silver, Gems, Pearls, Lapis Lazuli, Jewelry, and Amber
    • +2 Trade routes (up from 1)
      Intended to boost Tourism, rate of Franchise gain
    • +100% TR movement speed
      This can make them end faster, its a bit opaque
    • +5 Tourism to Airports
    • +4 🌟 Golden Age Points from Customs House and Bank in all Cities.
    • +1 Gold from all Specialists
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +3 Tourism from listed Resources
      • +2 GAP per global Franchise
      • +3% 🌟 Golden Age Length Modifier.
      • +15% ⭐ Great Person Rate
      • +10% Gold and Tourism during GA
      • +1 Gold per CS friend, +2 Gold and +1 Tourism per Ally
      • +3% (down from 10%) Gold per TR to City with a Franchise
  • Centaurus Extractors
    (main yield :c5production: Production)
    Culture and Spaceship focus
    • Horse, Whales, Crab, Ivory, and Coral, and Pearl
    • +1 Trade route
    • +100% Sea Trade Route Range.
    • +8 Production from Mine Fields
    • +2 🔨 Production from Harbor and Seaport in all Cities.
    • +1 Tourism from all Specialists
    • Every Franchise in a foreign Civilization's Cities increases 🗿 Tourism with them by 2%.
    • Office Bonuses
      • +5 Production from listed Resources
      • +3 Production per global Franchise
      • +1 Production and Culture from Sea Tiles
      • +1 Science and Culture from Sea Resources
        Inteded to promote Culture->Tourism effects
      • +10% Science per TR to City with a Franchise
      • +3% Production per TR to City with a Franchise
Corporate Buildings
  • Franchises
    • Have 6 Gold Maintenance (up from 1)
      Franchises are stronger and this represents an initial trade-off and possible offensive weapon
    • Give +3 (up from +1) yields on corporation resources where the main yield is :c5culture::c5faith::c5science::tourism:
    • Give +5 (up from +1) yields on corporation resources where the main yield is :c5food::c5production::c5gold:
    • Give +8 (up from +1) yields on corporation resources where the main yield is BGP 🔮

Implementation Notes:
This uses only existing database code.
Can be played here.

Is part of a series with
 
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This is interesting, but I don't know whether it's balanced, especially on the "free" strategic monopolies that some corporations now provide. Notably, pillaging all Aluminum of a SV contender now doesn't stop them if they have Firaxite.

What does Giorgio get if Shopping Mall isn't added?
 
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Reduced all yield modifiers for sending Trade Routes to Franchises from 10% to 3%
Why is that? It practically eliminates choice between creating new Franchises and getting a nice % bonus for a city.
Trader Sids: +3 Food from Merchants
How about give this bonus to TwoKay Foods for there to be at least something, and considering Trader Sids is designed for Diplomatic victory, give bonus to Civil Servants?
Giorgio Armeier: +2 Culture, Gold, Tourism from Artists (see below)
Why Artists? Their instant yield ability is perhaps the worst one for Cultural victory, compared to Tourism from Musicians and giant instant Culture from Writers (to help you quickly get to 2 T3 Ideological Tenets). If you took Tradition and Artistry you probably already have perpetual Golden Age at this point. Theming Bonus on Broadcast Towers is also much higher (14 :c5culture: :tourism: vs 10:c5culture:6:tourism: on Museum), and Musicians are unlocked last so you probably have fewer of them (also Musicians for some reason give more Culture than Writers and Artists). WW/NW Themes are probably already completed or close to being completed.

Ideally it would give all 3 cultural Specialists slots, but I guess this is impossible to put all 3 on one building.

Overall I think current Corporations are outdated and busted, so those changes are good.
 
Why Artists? Their instant yield ability is perhaps the worst one for Cultural victory, compared to Tourism from Musicians and giant instant Culture from Writers (to help you quickly get to 2 T3 Ideological Tenets). If you took Tradition and Artistry you probably already have perpetual Golden Age at this point. Theming Bonus on Broadcast Towers is also much higher (14 :c5culture: :tourism: vs 10:c5culture:6:tourism: on Museum), and Musicians are unlocked last so you probably have fewer of them (also Musicians for some reason give more Culture than Writers and Artists). WW/NW Themes are probably already completed or close to being completed.
Doesn't matter. There's no reason you shouldn't be working all cultural specialist slots. Extra writer or musician slots could be too good and unbalanced.
 
Why is that? It practically eliminates choice between creating new Franchises and getting a nice % bonus for a city.
The play is to send all TR to a franchise city, this happens roughly 1 set of TR after the corporation unlocks (can depend on RNG spread and war plunders)
You then get around 10x this value as a boost to your capital, which is 100% at the moment.
There's an argument for 5% but we arrived at 3% in the thread.
(Venice is crazy here but we ignore that)

How about give this bonus to TwoKay Foods for there to be at least something
The thing that fills this slot is the horse resource increase. In the end, all corporations have 5 effects total.
Here is 2K in game.
1767468118283.png


Why Artists?
Because they are weakest (and make sense for the theme of the corporation). As Azum says, Writers or Musicians would be too good. This way you get more Great Works without the side effects of Concert Tours or Culture Bulbs
 
MAGI: @hokath Honestly I'm having trouble following this proposal, as there are so many little changes that can have a big bonus. I think it would be far cleaner to just go through each Corp, and layout what is different for each one.
 
Sure, I can refactor it a bit with clear blocks for each.
 
Do the internal TR instant yields apply to all offices or only the office from which the TR is sent from? Does it scale with era?
 
Ok, feast your eyes.

@Alpakinator funny you should mention
(the answer is it applies to offices at both ends of the route and scales)
I have removed the ITR part
  • New Bonuses for internal trade routes
    Internal TR is a supported strategy but Corporations have had almost all their power in International Routes, this intends to bring Internal TRs up in power to compete.
    • Trader Sids: 50 Gold on Internal TR Finish
    • Centaurus Extractors: +6 Production on Internal TR
    • Hexxon Refinery: 100 Border Growth on Internal TR Finish
    • Giorgio Armeier: 80 Tourism on Internal TR Finish
    • Firaxite Materials: 40 Science on Internal TR Finish
    • TwoKay Foods: +10 Food on Internal TR
    • Civilized Jewelers: 75 Golden Age Points on Internal TR Finish
      I based on the Kabuki Theatre (50 Culture and much earlier, but a UB).
Because it makes the changes more manageable, and because the Nationalization bonus in Order is a thing.
For me with 3 extra ideologies it feels more necessary but for base VP I think it's not necessary.

I also reduced the Airport Tourism from 8 to 5 because of the Air Superiority concern.
In the Franchise bonuses there was also a typo for Golden Age Points at +5. These don't exist anymore, it should read Tourism at +3.
(yes, you read correctly. Fewer Golden Age Points. WHAT?!)
 
Sure, I can refactor it a bit with clear blocks for each.
Thank you, its a lot easier to read now. I would take it up one more notch, and just add the office bonuses to each corp. There is no corp without its offices, the changes to one is basically a change to the whole, so might as well put them together.

I would still note your TR nerfs in the corps themselves. Its a small little sentence in your big proposal, but its very easy to miss just how much of an impact that can be .
 
You mentioned the "Nationalization bonus in Order", but you also spoke about a limit of 25 max franchises. How does this work ? Does the first 25 offices get a franchise, and not the others ? What about losing a city with a franchise, does it build a new franchise in a city without it, and in this case, which one ? Is Nationalization simply excluded from that limit ?
 
I'm not actually sure if Nationalization pushes you over the cap. I will test it now.

I finished the reorganization. I also noticed the Specialist bonus for Centarus and Civilized Jewelers were swapped (should be Tourism and Gold respectively)
 
Not sure if I got it correctly, it's a lot of changes, but would this proposal not vastly reduce the importance of getting franchises? I like the current importance of franchises. But I agree that current corporations should be improved.
 
Relative to now the important is reduced mainly in the context of the Trade Route bonus %
For some, like Jewelers, Firaxite, and Armeier where the scaler was very powerful, there is a nerf to the per-Franchise yield on the Office (while others are not touched or the change is smaller).

On the other hand, Franchises now actually cost your opponents money, making them better.
They also grant a larger yield bonus, meaning what was a fairly unimportant benefit to the target is now larger. This means if you want to optimize your Franchise placement, you should investigate what resources the Cities have around them.
 
Reporting back on Nationalization.
Yes, it simply has the Franchises set to the Office number
1767567477364.png

With IGE I made 32 Cities and gave 30 of them Offices, then set Nationalization.
 
So that is how it works now, how do you want it to work with your proposal ? If you want to set a maximum of 25 for balance reason, this conflict with your intend.
 
Ah right. Sorry. I just wrote that the cap is meant to be 25 as information to the reader. It's not proposed to change it.
 
Oh, so it is already the case, my bad I thought you meant to add it. Thank you for the information.
 
Hexxon is basically restricted to Russia, Brazil, and Statecraft civs here.

Some building boosts are on limited buildings while others are on unlimited ones. How were they picked?
 
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