Corporations in C5 could be fashioned using elements of the new religion and espionage systems, a sort of hybrid between the two--and even possibly some elements of the city-state design.
Basically, you found a corporation with a great merchant. The player would simply move the merchant into any city and select “Found Corporation.” Once selected, the merchant disappears and the Corporate Headquarters is built inside the city. From that point on, this city hosts the corp and the headquarters serves as the “nerve center” of the corporation.
Upon founding a corporation, the player chooses its corporate purpose, e.g. manufacturing, research, entertainment, retail, or food. Potentially, each player could have one corporation in each area of specialty. If Civ A and Civ B both found a manufacturing corp, there will be competition.
After choosing the corporate purpose, the player will have the ability to groom and cultivate it, similar to how religions are specialized. Where religions accentuate land features; corporations provide bonuses, depending on its purpose, based on resources and/or infrastructure related to the corporate purpose.
As to bonuses based on infrastructure: Manufacturing corps will give bonuses based on forges, workshops, factories, seaports, etc. Research corporations will provide research bonuses based on libraries, universities, public schools, research labs etc. Entertainment corporations will give bonuses based on infrastructure such as theaters, stadiums, broadcast towers, etc. Retail corporations will give bonuses based on markets, trade posts, malls, etc. Food corporations will give bonuses based on markets, grocers, and other buildings I can’t think of (or that don’t yet exist).
As to bonuses based on resources, Manufacturing corps will benefit from iron, coal, oil, etc. Research corps will not depend so much on resources—same with Entertainment corps. Retail corps will benefit from luxury goods. Food corps will primarily benefit from resources—all the food stuffs in addition to certain luxuries such as wine.
So, let’s assume the player has founded a corporation whose purpose will be manufacturing (Manufacturing Corp.) The player can then groom the corporation through unlocking “Corporate Policies,” a system similar to unlocking Social Policies (which is similar to grooming religions). Each different type of corporation will have a unique tree—the corporation can be groomed to give different benefits depending on how the tree is navigated.
For example, the Corporate Policy (CP) tree for an Entertainment corp can be groomed to give significant bonuses toward happiness or culture, or a combination of both. Retail corporations could be groomed to boost income, happiness, or culture, or a combination. Manufacturing could be tailored to give general production bonuses, space-ship production, or focused on military production. Food corporation would focus on food bonuses, but could be tailored to give additional income boosts or boosts to happiness. Etc. Etc.
Corporate Policies (CPs) would be unlocked based on certain technologies or by spending gold. Spending gold to unlock CPs reflects diverting money away from public coffers and toward private capital investment/accumulation.
For example, after founding a Manufacturing Corporation, the player can unlock a CP by investing 1,000 gold. The player will have a choice of CPs—perhaps he chooses an additional +2 production for all factories; or perhaps to help with naval production, the player selects +10% production of all naval units in cities with a seaport. The next CP may cost 1,500…..the next 2,000…..the next 2,500…..the next 3,000, etc.
Somehow, the system will create a thirst for acquisition of additional resources--thus creating an element of competition. Perhaps acquiring additional resources will reduce the cost of obtaining CPs—thus increasing the cost of CPs to other players’ corporations of the same specialty.
CPs will have cross-over effects with SPs. For example, if the player has already adopted the SP of “Trade Unionism,” then the CP of “Collective Bargaining Process” will become available—selecting it will give +1 happiness per factory. (Just an example of how this could work).
I have more ideas about Corporate Governance—exercised by entering the “Board Room” (just a screen like the espionage screen). Also, ideas about opening a Foreign Branch of the corporation, and how this might play out. I also think that there could be a mechanic for control of the Board—maybe similar to the fight for influence over city-states. Possibly, if player A expands his corp into the lands of player B, then player B now can attempt a hostile takeover of the Board---in which case player B now has primary benefit from the corp…..similar to going from allied to friendly with a city-state....dunno….need to come back to these ideas later.