Basic Corporate Relocation (mod comp)

modifieda4

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Basic Corporate Relocation by ModifiedA4 v1.3 10/05/2012

The Basic Corporate Relocation mod allows corporate headquarters to be relocated to another owned city via the corporate executive. Corporate moves cost money, both in real costs and costs to the government as it entices businesses with tax breaks. In the mod these costs scale with corporation size and the city's financial development.

1.3 Download here
Change Log:
Spoiler :

  • 1.3 doubled reloc cost, relocation will always have a cost
  • 1.2 fixed no reloc to corporate hq of different corp. increased reloc cost
  • 1.1 fixed potential conflict with other unit's buttons
  • 1.0a fixed negative cost possibility
  • 1.0 initial release (BETA: NO AI code)
Requirements:
  • BTS 3.19
  • Gamecore DLL independant
  • BUG 4.4

see readme.txt for installation instructions.

Features:
  • via a corporation's executive, you can relocate the HQ to another city
  • a new button is available to the executive
  • a preview of the cost is available in the executive button mouse over
  • relocation costs :gold:, this a variable and scales with corporation size and destination city development
  • there is a 5% chance of failure resulting in 1 turn of disorder in the current HQ city (old city)
  • the player must own both cities
  • the corporation must already be spread in the destination city
  • the executive must have been stationary for one turn in the destination city
  • the old HQ city can not be in disorder
  • the player must not be in anarchy
  • the world wonder limit is checked for the destination city
  • corporate relocation consumes the executive unit

Detailed spoilers and mod mechanics:
Spoiler :

Cost Calculations:
Relocations costs are made of 3 items:
  • current corporate HQ income, which scales with corporation size (typically 4 :gold: per city)
  • a 10x static multiplier
  • the difference in economic development of the old city and the new city (per total building modifiers)
for example:
A corporation which has spread to 3 cities will typically have a HQ income of 12 :gold:.
The old city has a grocer and market for a city mutiplier of 50%. The new city has no buildings with multipliers. The cost to move HQ to the underdeveloped city would be 12*10*1.5 = 180 :gold:

If the move was reversed, the cost to move to a more economically developed city would be 12*10*0.5 = 60 :gold:

A move to an equivalent city would have a cost of 120 :gold: and a move to a superdeveloped city could be zero.

Game strategy theory:
I think now successful military invasions of corporate HQs become more dangerous. After the invasion disorder passes, the invader can move the corporation offshore, gaining a strategic economic advantage. This also allows for civs with no home-grown corporations to gain them as if they were their own to begin with.

Also as the economic landscape of a civ changes, the corporation can be moved to stronger, more developed cities. Or maybe even into emerging markets.



Known bugs and future improvements
Spoiler :

  • Headquarter wonder recreation causes default 'corporation founded' message, which is hardcoded in the DLL, outside the scope of the mod. (and not really a big deal imho)
  • To do: There is NO AI code
  • To do: Dim executive button
  • idea: add permanent +1 unhappiness in the old city

credit to platyping and God-Emperor for helping with the building modifier logic
 
mmhh...saves your corps in the case you're invaded, and makes relocation to more profitable cities possible. Nice idea :).

thanks!:)

You make a good point that I hadnt thought of, defensive withdrawl of a corporate HQ from the front lines. I'm not sure how I would code that for the AI...but poking around in the python API usually turns up something :p
 
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