I'm not a big fan of making the West Indies more desirable through corporations. First off, I have yet to turn a profit through corps and second it isn't always feasible to have the Corporations tech researched by the mid 1700s on top of having the requisite great person (probly a great merchant) waiting in the wings ready to found the sugar corp. Then even if you do have the corp founded by the mid 1700s, you have to build the exec (probly in Europe b/c the caribean industrial base will always be weak) and ship it over there. IMO that's too much work to make the caribean more desirable. So, here's an idea for making the West Indies more valuable: Grant cities founded in the West Indies extra trade routes. This will make the cities more profitable (esp with customs houses compounding the intercontinental trade bonus). It's also consistent with the history Aeon221 cites. The value of holding the West Indies came from trade and apparently primarily from the trade of sugar. AFAIK the sugar (and rum) trade in the carribean prior to 1800 was neither industrialized nor corporatized. Sure there was the large sugar plantation run by the wealthy land owner, but I don't think there was a corp with sugar holdings throughout the region. Rum production I believe was also largely (and maybe even exclusively) a cottage industry. Adding the extra trade routes can be done many different ways. Here's the three I find most attractive: (1) new building(s) that when supplied with the appropriate resource(s) like spices, bananas and sugar grant extra trade route(s). For instance, a distillery that when supplied with sugar generates an extra trade route (from the sale of rum). A possible problem with this approach for some people is that it will make all tropical regions more desirable without putting the emphasis solely on the West Indies. Also the extra trade routes can be made to appear in non-tropical regions like North America by trading for tropical resources like sugar. (2) events that automatically trigger and grant extra trade route(s) to caribean cities. This allows the West Indies to be targeted. It also allows the importance of the caribean to be diminished later in the modern era through events that take those extra trade routes away. (3) a combo of #1 and #2 - buildings that can't be built the traditional way with hammers, but are granted to caribean cities through events. These buildings could then be made obsolete through the discovery or later techs. I have to admit that my only attraction to #1 is that I think I'm capable of doing it myself; my ability to mod ends with xml. However, I think #2 or #3 is the way to go for reasons of game balance. It doesn't feel right having the caribean retain the economic importance of the 1700s in the 1900s. Having the discovery of certain techs reduce the number of extra caribean trade routes (eg the emergence of sacharine and other artificial sweetners when the tech Composites is discovered, or the emergence of corn syrup and other non sugar based sweetners when the tech Biology is discovered) is probably the best way to gradually reduce the region's economic importance. However, I have no idea how feasible it would be to actually implement #2 or #3 in RFC or a mod of RFC. The only thing I know is that event modding is out of my league. Anyway that's my two cents worth. I have to admit that I'm not terribly concerned about the desirability of founding cities in the west indies (since I don't usually play historically colonial empires), but I thought it was a fun problem to think about in terms of how to manipulate the existing game mechanics in RFC and BtS. If someone feels really strongly about making the west indies more significant, maybe they'll find this idea interesting enough to actually implement. I know I'd love to see how it'd be done.