Corp Specializing Idea.

Ilegal

Chieftain
Joined
Aug 31, 2009
Messages
20
Oho, now I complete my work, specialize Corps is a interesting work ^^.
Each Corp now have their own strenghts and weaknesses in resources, bonus gained, buildings, executives, spreading, … and must use them more carefuly. They are no longer bored like before :).

Mining Inc

Overview
Consume Copper, Iron, Gold, Silver, Coal, Lead.
Each resource +1.25 Prod (+25%).
Focus on Production.
+
Easily control resources.
Early found.
Good gained from resource.
Executives are required Corp Buildings so rather fast expanding.
Strong Head Quarter, gains double gold (8 gold per city with MI).
-
Corp Building is expensive, high maintenance.
Compete with Civil Jeweler, Creative Construction, Aluminium Co.

Detail
Tech Require: Railroad.
Great Person type: Great Engineer.

Head Quater
+8 gold per city with MI.
Can train MI Executive.

Corp Building
MI1.
Cost 625 (+25%)
+5% Prod from Copper, Iron, Coal, Lead, Gold, Silver.
+5% Comm per Gold, Silver.
-1 Health from Coal, Lead.
+10% maintenance.

Unit
Executive
Cost 200.
Require HQ or Corp Building.
Speed 2.
Number 4.

This is my favourite Corp, production is power :).

Cereal Mill

Overview
Consume Wheat, Corn, Rice, Potato.
Each resource +1 Food (instead of 0.75, so increase 33%).
Focus on Food, Growth.
+
Easily control resources.
Early found.
Executive are high numbers and required Corp Building.
Have 2 Corp Buildings.
No need Spread Cost.
Good gained from resource.
-
Corp Buildings are both expensive and less useful than normal, should choose carefully.
Compete with Standar Ethanol, Sid Sushi Co..

Detail
Tech Require: Refrigation.
GP: Great Merchant.

HQ
+4 Gold per city with CM.
Can train CM Executive.

Corp Building
CM1 (Main Corp Building)
Cost 600 (+20%).
+5% Food from Corn, Wheat, Rice, Potato, total 20%.
Can train CM Executive.

CM2 (Bonus Corp Building)
Cost 300 (+25% resource prod bonus from Corn, Wheat, Rice, Potato, total 100%).
+6 Food.
+15% Food Store after Growth (consider replace or combo with Modern Granary).

Unit
Executive
Cost 200.
Speed 2.
Number 8 (+100%).

If you need an early, fast expand and cheap corporation for pop rush, choose it.

Sid Sushi Co.

Overview
Consume Fish, Crap, Clam, Shrimp, Rice.
Each resource +0.5 Food, +1 Culture.
Focus on Food, Commerce, Culture (and maybe on rich player ^^).
+
Rather early found.
Have 2 Corp Buildings.
Corp Buildings are better than normal.
-
Hard to control Resource.
Corp Buildings are much more expensive than normal, and high maintainance too.
Executive is expensive and have low speed.
Compete with Standar Ethanol, Cereal Mill.

Detail
Tech Required:
GP: Great Merchant.

HQ
+4 Gold per city with SSC.
+1 free Merchant (small bonus compare to others).
Can train SSC Executive.

Corp Building
SSC1 (Produce Food)
Cost 500
+5% Food from Fish, Crap, Shrimp, Rice, total 20% Food.
+1 Health with Fish Crap, Clam, Shrimp, total +4 Healthy (better to boost Healthy for non-coastal cities).
+10% Maintainance.

SSC2 (Produce Commerce)
Require SSC1
Cost 500
+5% Commerce from Fish, Crap, Clam, Shrimp (oh, not Rice), Total 20% Commerce.
+10% Maintainance.

Unit
SSC Executive
Cost 250 (+25%)
Speed 1 (-50%, Airport is recommended).
Number 4.

Yeah, for the rich :lol:.

Aluminium Co.

Overview
Consume Coal, Bauxite.
Each resource +4 Research (+33%).
Generate Aluminium.
Focus on Science, Commerce.
+
Cheap overall.
Good gained from resource.
Powerful Corp Building, boost Science strongly.
-
Come rather late.
Corp Building require Corp Unit (but Corp Unit cost maybe relatively low).
High Spread Cost (100, +100%).
Cause unhealthy trouble.
Compete with Creative Construction, Mining Inc.

Detail
Tech require:
GP: Great Scientist.

HQ
+2 Gold, +2 Research per city with AC (careful when choose HQ city).
Can train AC Executive1, Executive2.

Corp Building
AC1
Cost -1 (Require Executive2)
+2 Free Scientist (well, image AC1 combo with Russian RI :eek:).
+20% Research.
+10% Commerce with Coal, Bauxite, total 20%.
-1 Health with Coal, Bauxite.
Can train AC Executive2.

Unit
AC1 (spread unit)
Cost 200.
Speed 2.
Number 4.

AC2 (builder unit)
Cost 500.
Speed 2.
Number 8.

This Corp power lay on their powerful buildings, so its very good for player who dont need much resource, and much maintenance too. I thought this Corp could boost space ship prod, but it could make this Corp is imba, so i didnt do it.

Creative Construction

Overview
Consume Stone, Marble, Iron, Copper, Bauxite.
Each resource +0.5 Prod, +1 Culture (-66%).
Focus on Production, Culture.
+
Easily to control resource.
Have 3 Corp Buildings, and all are good, use them wisely.
Executive are required Corp Building.
-
Come rather late.
Very high Spread Cost (150, +200%).
Each Corp Building are cheap, but total cost for all of them is expensive.
Gained from resource is not realy nice compare to others.

Detail
Tech
GP: Great Engineer.

Corp Building
CC1 (Base Prod)
Cost 700 (can have a resource prod bonus).
Upgrade Skyscraper (way to keep Artesian Well, and get better Skyscraper).
+3 Food, 8 Prod, 5 Commerce.
+1 Engineer.

CC2 (Increase Bonus Prod)
Cost 400.
+5% Prod from Stone, Marble, Iron, Copper, Bauxite, Power total 30%.

CC3 (Increase Culture, GPP and Happiness)
Cost 150
+4 Culture.
+25% Culture.
+25% GPP.
+1 Happiness.

Unit
CC Executive
Cost 200
Speed 2
Number 4

Wow, another "Building" Corp. Its resource bonus gained doesnt well, so the same like other building style Corp, you should only get 1 resource of each type to run this Corp. Its is nice you can have best Skyscraper when you dont want to obsolate your useful Artestian Well. And i think this Corps power is far more than i can image, so i need fix it more :).

Civilled Jewewry

Overview
Consume Gold, Silver, Gem, Pearl.
Each Resource +1 Commerce, +1 Gold, +2 Culture (-50%).
Focus on Commerce, Gold, Culture, Trade.
+
Can train Executive immediately (no need Corp Building or Corp HQ).
High Executive numbers.
Strong HQ, reduce hurry prod cost.
Good Corp Building increase happiness.
-
Come late.
Compete with Mining Inc.

Detail
Tech
GP

HQ
+4 Gold per city with CJ.
-10% Hurry Prod Cost.

Corp Building
CJ1.
+5% Commerce from Gold, Silver, Gem, Pearl.
+25% Trade route Yield (not foreign any more).
+5% Gold from Gold, Silver, Gem, Pearl.
+1 Happiness from Gold, Silver, Gem (replace old obsolated jewelry).

Unit
CJ Executive
Cost 200
Speed 2
Number 8 (+100%).

Gold is flown around, the problem is catching it. With this Corp, your empire will normaly run with gold, but in some case, the big commerce will help you focus well on research. I think the only weakness of this Corp is its later coming.

Standar Ethanol

Overview
Consume Corn, Wheat, Rice, Sugar.
Each resource +3 Research (+50%).
Focus on Research, Production, Power.
Produce Oil Produced.
+
Easily control resources.
Powerful gained from resources.
Required common resource, so can boost research greatly.
Corp Building increase Health, provide Power, lower cost than normal.
Executives have lower cost and higher speed than normal.
No longer care about Oil.
-
Corp Building is rather weak compare to others, and increase maintainance.
Compete with Sid Sushi Co, Cereal Mill.

Detail
Tech
GP

HQ
+4 Gold per city with SE.
Can train Executive.

Corp Building
SE1
Cost 400 (-20%)
Provide Power.
+10% Research.
+5% Prod from Corn, Wheat, Rice, Sugar.
+2 Health from Oil, Oil Produced.
+10% Maintainance.
+20% Unit production.

Unit
SE Executive
Cost 150 (-25%)
Speed 4 (+100%)
Number 4.

Cheap, great gained form resources (and also depend heavily on them too), and provide some importance resources, this Corp is easily to control, and it will help you run a war, or a "great leap" (:lol:) without many problems.
 
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