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Companies

Discussion in 'Rhye's and Fall: Europe' started by AbsintheRed, Feb 10, 2013.

  1. AbsintheRed

    AbsintheRed Chieftain

    Joined:
    Jul 27, 2009
    Messages:
    7,909
    Location:
    Szeged, Hungary
    My next plan is a revised corporation/company system

    Problems with the current implementation:
    Crusader corporations come to the game way too late. They are availeable after most of the crusades are done, usually even later, since most of them are not founded at once.
    Also, they spread way too slowly, ususally starting to add any real effect in the 14-15th century. Needless to say, it's exactly the opposite effect we should see, they should be strong during the 12-13th centuries, starting to disappear from the 14th century.

    Also, corporations are way too overpowered economically. In RFCE founding 2-3 corporations in the same city totally ruins economic balance.
    Even one HQ can be too powerful, especially for the banking corporations.
    Avoiding HQs in the game would be better for gameplay IMO

    Another small technical detail I always hated is the way executives obsolete.
    Crusader executives are upgradeable to Pikemen, thus halting corporation spread after the discovery of the corresponding tech.
    Could be fixed in multiple ways of course, but I would rather avoid executives as well.
    Mostly because I would love to see a real decline in those corporations. So not just avoiding further expansion, but seeing them slowly disappearing from the cities.


    Planned changes:
    All in all, I'm planning to adopt embryodead's company system from SoI.
    That means no HQs and automatic spread for all corporations.
    Would solve all problems with ease, while seriously improving gameplay.

    Probably some players love to found these historic corporations, to spread them to their cities manually, overpowering both their civ and the cities in the process... But I'm certain that for gameplay this new company system is the right direction to go, so stripping the player from that opportunity is a price we have to pay.

    Apart from the 7 already included corporations/companies we might even include some more.
    For example the Order of the Dragon, even if it's rather short-living
    It's some kind of late crusader type corporation, mostly against the Ottomans

    With the SoI system there are many details we can set for each corporation: when, where and how they can spread.
    So there is area of influence, time period they are active in, many small details in each city that strengthen or lower the chance for a corporation to spread there - including buildings, religion, state religion, economic strength, etc.
    I'm eager to hear some feedback about everything regarding these plans.
     
  2. Wessel V1

    Wessel V1 Chieftain

    Joined:
    Sep 10, 2007
    Messages:
    1,411
    Location:
    Nijmegen
    I think this is a very good idea. I don't know about the details but this company system always was a lot of fun for me.
     
  3. merijn_v1

    merijn_v1 Black Belt

    Joined:
    Dec 29, 2008
    Messages:
    4,672
    Location:
    The city of the original vlaai
    List of the companies:
    Knights Hospitaller
    Knights Templar
    Teutonic Knights
    Hanseatic League
    Medici Banks
    Bank of St. George
    Augsburg Families

    Proposed new companies:
    Karimi Family
    Hashishiyya
    Guild of St. Luke
    Order of Santiage
    Order of the Dragon

    More detailed info:
    Spoiler :
    Knight Hospitaller
    Date: 1099- (Chivalry-Printing Press)
    Area: "Western" Europe (1300 AD map)
    Religion: Catholicism
    Resources: Iron, Timber, Incense
    Bonus:
    Other: Military buildings, Catholic buildings
    Allows the player to build Hospitaller Knight, Infirmary

    Knight Templar
    Date: 1119-1312 (Classical Knowledge-Divine Right)
    Area: "Western" Europe (1300 AD map)
    Religion: Catholicism
    Resources: Wine, Wheat, Horse, Iron
    Bonus:
    Other: Military buildings, Catholic buildings
    Allows the player to build Templar Knights

    Teutonic Knights
    Date: 1190- (Civil Service-Astronomy)
    Area: Baltics, Northern Italy
    Religion: Catholicism
    Resources: Clam, Salt, Horse, Iron
    Bonus:
    Other: Military buildings, Catholic buildings
    Allows the player to build Teutonic Knights

    Hanseatic League
    Date: 1358-1669
    Area: Coastal cities north of Paris
    Religion: All
    Resources: Salt, Fish, Fur, Timber
    Bonus: Food, commerce
    Other: Economic Buildings
    Allows the player to build Kontor

    Medici Banks
    Date: 1397–1494
    Area:
    Religion:
    Resources:
    Bonus: Gold
    Other:

    Bank of St. George
    Date: 1407-1800
    Area:
    Religion:
    Resources:
    Bonus: Gold
    Other:

    Augsburg Families
    Date: 1536-1800
    Area:
    Religion:
    Resources:
    Bonus: Gold
    Other:


    New Corps

    Karimi Family
    Date:
    Area: Egypt, "Arabian" core, later also Turkey
    Religion: Islam
    Resources: Gold, Wheat, Spices, Cotton
    Bonus: Gold/commerce
    Other:

    Hashishiyya
    Date: 1092-1265
    Area:
    Religion: Levant, Egypt, Syria
    Resources: Incense, Copper and Stone
    Bonus: Espionage
    Other:

    Guild of St. Luke
    Date: 1382- around 1650
    Area: Low Countries, Italy
    Religion: All
    Resources: Dye, Sheep, Timber
    Bonus: Culture
    Other:

    Order of Santiago
    Date: 12th century -
    Area: Iberia
    Religion: Catholicism
    Resources:
    Bonus:
    Other:

    Order of the Dragon
    Date: 1408-
    Area:
    Religion:
    Resources:
    Bonus:
    Other:


    Original Post
    Spoiler :
    I support the idea. Although I love it when I'm insanely powerfull due to the HQs, I think it's better for the game if the company system will be included.

    I also like some new corporations. In the current system, they would really ruin the balance, but with the company system, that problem doesn't really exist anymore. That doesn't mean that a gazillion new corps should be added. But some additional ones are fine.
     
  4. Opera

    Opera Chieftain

    Joined:
    Sep 21, 2008
    Messages:
    4,641
    Yeah, SoI's system is a very good one :)
     
  5. ezzlar

    ezzlar Chieftain

    Joined:
    Dec 21, 2001
    Messages:
    1,331
    Good idea! However, with the rebellion mechanic, no civ is really gonna benefit from crusader corps since they wont hold Jerusalem for long.

    Maybe we should then add some corps for the muslim civs? SoI has quite a few to select from. One would probably be enough for this mod.
     
  6. merijn_v1

    merijn_v1 Black Belt

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    Location:
    The city of the original vlaai
    The crusader corps won't be tied to Jerusalem only. The Teutonic Knight for example were at the Baltic Sea. So obviously, the corp will likely be spread in that area.

    2 suggestions for new corps:
    (Both borrowed from SoI)
    - Hashishiyya
    - Karimi Family
     
  7. iOnlySignIn

    iOnlySignIn Prince$s

    Joined:
    Nov 4, 2011
    Messages:
    2,134
    Location:
    Virgo Supercluster
    Nice! I've always thought this is a good idea.

    There are good reasons that DoC, RFCA, and RFCCW have all followed SoI's model.

    I also support the Ḥashshāshīn. Maybe we can borrow RFCA's Assassin unit. It's a Privateer on land, basically. Very fun.

    I have no idea what the Karimi Family was historically.
     
  8. merijn_v1

    merijn_v1 Black Belt

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    Messages:
    4,672
    Location:
    The city of the original vlaai
    The RFCA Assassin is indeed a very cool unit. If it fits this mod, it really should be included. (I had some great times with those in RFCA)

    From the SoI civilopedia:
    Along with the Karimi Family, we could also bring over the Great Lighthouse. It will be some sort of minor wonder. It will be preplaced in Alexandria and it will attract the Karimi Family. (and a small culture bonus) Around 1375, there will be an event that destroys the wonder.
    It won't have a huge impact in the game, but it would be a nice historical addition.
     
  9. ezzlar

    ezzlar Chieftain

    Joined:
    Dec 21, 2001
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    1,331
    Thats good but creating some good crusader/jihad clashes really creates the game. So, how do we ensure crusaders with current rebellion mechanic?
     
  10. merijn_v1

    merijn_v1 Black Belt

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    Location:
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    I don't see how the crusaders are connected to the rebellions.:confused:
     
  11. Opera

    Opera Chieftain

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    Sep 21, 2008
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    I think Ezzlar means that holding on to Jerusalem is nearly impossible because it always rebels away. Whether or not this will impact anything re: companies, I don't know.
     
  12. ezzlar

    ezzlar Chieftain

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    Like Opera says and the way companies are handeled in SoI each of the corps has certain conditions that have to be met in order for the company to settle there. Knights Templar would for exemple spawn when (idea): In the following cities (like Jerusalem), if the owner is Catholic and if you control the following resources (iron, incense etc).

    So, when you capture Jerusalem, Knights Templar will probably move in. But since the city will revolt the Knights Templar will evacuate.

    In SoI this isnt an issue since the mod spawns a Kingdom of Jerusalem that can own Jerusalem without revolts. Which I would like in RFCE as well. When a crusade is declared and successfully captures Jerusalem the winning player gets his Golden Age but units are deleted and a Kingdom of Jerusalem is created. Dunno if this is possible.
     
  13. alpav

    alpav Chieftain

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    Location:
    Vojvodina
    It's called a new civ spawn. :D
     
  14. AbsintheRed

    AbsintheRed Chieftain

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    Any ideas/suggestions for European new companies?
    Those are preferred, obviously
     
  15. 2phunkey4u

    2phunkey4u West-Eastern Divan

    Joined:
    Jan 27, 2010
    Messages:
    490
    Location:
    way out west
    Knightly Orders:
    Knights of Santiago, Order of the Dragon

    (new) Religious Orders:
    Franciscan, Benedictine and Dominican Order (give science, relics), Society of Jesus (more science)

    Merchants/Merchant banks:
    Peruzzi company, House of Mendes/Benveniste
     
  16. ezzlar

    ezzlar Chieftain

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    The ones we have arent bad candidates!
     
  17. merijn_v1

    merijn_v1 Black Belt

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    Location:
    The city of the original vlaai
    These are some suggestions I found. They may not have been very important, but I suggest them anyway.

    Guild of Saint Luke
    Provides: Culture
    Area: Low countries, (northern) Italy, maybe some border provinces of the low countries
    Time: 1382 - End of the mod

    Marrano (Jews) I don't know if this one will fit, as there already is Judaism as a religion.

    A list of Military orders:
    http://en.wikipedia.org/wiki/Military_order#List_of_military_orders
    http://en.wikipedia.org/wiki/Chivalric_order#Medieval_orders
     
  18. Royal Tenenbaum

    Royal Tenenbaum A Fine Cup of Covfefe

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    Not only that, but I think the Knights' Templar should have an amazing event where they simply just end (Friday the 13th), giving gold to one country at the expense of an entire corporation dying out.
     
    Publicola likes this.
  19. Royal Tenenbaum

    Royal Tenenbaum A Fine Cup of Covfefe

    Joined:
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    New Corporation:
    King's Men -- Theater corporation. Takes up dye, sheep, timber, and... I dunno... salami or something.
    Provides happiness and culture.
     
  20. AbsintheRed

    AbsintheRed Chieftain

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    Alright, I'm only willing to add a couple more corporations to the already existing 7
    I don't think more banking corps are needed, but the Guild of Saint Luke sounds rather unique
    From crusading orders The Order of Santiago (against Cordobans) and the Order of the Dragon (against Ottomans) both sounds nice

    The religious orders (Franciscan, Benedictine and Dominican, etc) are more or less represented by religious buildings.
    Also, not sure what unique bonuses could they potentially get.. I don't really see a point in adding them
     

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