r_rolo1
King of myself
NaZdReG , Methos posted in the BTS forum that you had to reinstall Solver's patch after the install of the 3.03 patch....
I may be wrong about this, but I from counting yields, it seems strategic resources add hammers (+1) to each city (even apart from corporations.) So std. Ethanol also gets cities a minor production boost.
unless you're running competing corporations (which is largely pointless).
Are you sure? I've counted the yields before, and they seemed to be added in. I'll recheck next time.If you're talking about the mouseover info from the City's resource pool, those are not applied to the city directly.
Those values only represent the raw +1 bonus those resources give to tiles they are present on.
Now the common complaint is that the expense is simply too high for the quantity of food given, but as I will show this is not the case. I'll draw on an example from the last game I played. By the end of it I had 12 cities, all between size 20 and 30, with Sid's Sushi present, giving 8 additional food and a serious amount of culture in each one. Total costs from the corporation were 626gpt, allowing for inflation which at the time stood at 133%. Now to begin with, if you are fortunate enough to have the HQ as I did, you're reclaiming a certain amount of that. In this case 12 cities at 5 gold each with full modifiers comes to 180gpt, so total costs were 446gpt.
Now comparing the value of food to gold is a little tricky, since aside from corporation, there's only the old reverse conversion tool; merchants. 4 merchants in 12 cities with proper modifiers is 300gpt, so at the moment it isn't looking that promising, as I'm still 146gpt in the red. I haven't made any allowance for GPP, culture or (if I'm running representation) science. Factor in those, and you're looking at 146gpt for 300 odd science, extra GPP, and 60+ culture per city, and things start to look rather better.
Fact is though, converting gold to gold by using a corporation to get extra food to run merchants doesn't give the best possible rate. It just gives the easiest comparison to illustrate you are coming out ahead. Consider some of the other possibilities; 4 extra specialists in you GP farm translates to quite a nice boost in GPP. What about a commerce city that needs a mixture of farms and cottages to work all the tiles? 8 extra food means 8 plains tiles cottageable without needing balancing farms. I can rip out 4 farms and replace them with cottages - looking at a boost of 28 commerce, and hence at least 56 gold's worth. Even at endgame inflation, it's only costing about 46 gold in a size 20 city, and I haven't even touched on culture.
UncleJJ said:Wall Street 600 worth 1200
Medicine 6700 worth 6700
Great Merchant worth 2000
11 Excecutives 1100 worth 2200
11 Offices cost 1430
I agree with all of what he's written here except that he should not include the HQ income in his running costs. That is on a separate account trying, forlornly, to repay the huge investement he's sunk into this Sid's Sushi strategy. That reduces his apparent profits considerably. I suspect (without going into great detail) that in this example he's spending a lot of gold (in maintenance plus inflation costs) to get back a lot of gold from his merchants plus beakers from Rep and GPPs. The value of the raw beakers depend on how good the research modifiers are and the value of the GPPs depend on whether he can squeeze at least another GP out of that city, if he can't they are worth nothing otherwise 1 GPP = about 1 beaker or gold (assuming his next GP costs 2000 GPPs).
I have already justified my reasoning for including Medicine as an investment cost. Trading it to other civs is a two edged sword and that should be dealt with by a Trading Account. You are beelining to Medicine specifically to get Sid's Sushi and therefore it is a legitimate cost for your strategy. Ask yourself what else you'd be researching at that stage of the game with another strategy, that is what it is costing you.While these costs are true, I'd question whether it is fair to count these as sunk costs exclusively for the corporation. Medicine is going to get researched anyway, and carries a higher importance than previously due to the increased health problems in the industrial age. With a beeline for Sushi, odds are you'll be first to it, and hence may trade it for additional tech to counterbalance sunk cost.
Wall Street is an appalling wonder that should never be built unless you have a significant source of gold. It costs 600I'd also query Wall Street as a sunk cost - whether you have a corporation or not, surely in just about any game you're going to build this anyway? Yes I prioritise it a lot more with a corporation strategy, but again, it'll get built without it.
I don't really mind where you include the HQ income in your balance sheet as long as you only do it once. If you set it against running costs and don't use it to "pay off" the investment then you've written off all those set up costs and that's 13,500 gold + beakers that you'll never recover. That is a cost in resources attributable to the strategy that other strategies can use diffently.What's wrong with including the HQ gold? Each branch is going to repay 15 gold there, and so makes a small, but noticeable difference in running costs. The only issue is if you don't get the HQ, which is very unlikely. Even on Immortal level the AI doesn't come close to beating me to medicine.
Ok, do it that way but don't forget you've just written off a 13,500 investment other players aren't making. That is all my method of accounting tells you. If you are running this Sid's Sushi strategy for economic reasons then how are you going to justify the costs versus other strategies that use the resources a different way?In the example I gave in this case, I've given both the total maintenance, and the food output. Total cost per turn from corporation (including the additional cost from inflation) was 626gpt, and I can't see any reason not to count the 180gpt I recouping against that. They're both gold, and measured after all modifiers have been applied.
I am not happy about using the foreign spread aspect of any the corporation strategies, there is something wrong with that aspect of the game that needs fixing. The costs for the AI civs and their behaviour needs to be adjusted, otherwise it is, or could be, exploitative and ruins the late game (for me, even if others feel differently). I was specifically analysing the domestic aspects and said so. Apart from anything else it is very hard to predict how the AI will respond to a foreign spread branch of the strategy. Can you rely on the AI to spread your corporations and not to adopt certain civics that foil that approach?As I've said, the strategy relies on additional foreign spread to counterbalance the costs. The benefit of a purely domestic corporation is (at least without Solver's patch) very dubious indeed. Ideally a civ would found at least one additional corporation, for purely foreign spread, and while again the upfront costs are quite high, a couple of thousand gold per turn, which can be easily generated from two corporations, soon repays it. With a tentative guess at another dozen exceutives, a GP and foreign branch costs, that's about 2000 for the GP, 1200 for the executives, and maybe 2400 for branch costs. It doesn't take too long to repay that (It's would only take a little over 30 turns if the AI didn't spread it at all. Given that the AI rapidly spreads it to all cities it can, you can see the potential here.
I am not exaggerating either cost for my own games since I would not research Medicine or normally build WS. If your game circumstances are different, then perhaps you are combining and blending your Sid Sushi strategy with an earlier stategy (say a profitable religous shrine paying 30 gold/ turn) that already justifies building WS. That does reduce the costs but that makes it a joint Sushi and Religious strategy, which is fine but you have to define it as such and account for the set up costs accordingly. I can never see a need to research Medicine without wishing to pursue this corporation based strategy. But that is just the way I play and account for the costs, YMMV.You raise some fair points about sunk costs, but I don't find them that significant, and I think you're exaggerating them somewhat by including Wall Street and the cost of the tech.
I hear Firaxis are considering some changes to corporation costs and to inflation to deal with players concerns. I will go with the official game patches in this area, but you can make adjustments to any figures I use yourselves for Solvers patch or any mods.All of this is based on a game without Solver's patch. With Solver's patch corporations make a less effective weapon against the AI (though I don't consider that their true power), but the maintenance costs become trivial.
I see corporations as an interesting and powerful addition to the game. In the right conditions they can be leveraged to facilitate and speed up a victory. In the wrong conditions they are an expensive diversion of resources that can be used better in other ways.@UncleJJ:
I see. Interesting. So in your view it is easy enough to make profit on the Profit and Loss Account but difficult on the Investment account? Then what is your own verdict on the overall usefulness of corps?
You can set up corporations for a variety of reasons and domestically it is primarily for the benefits such as extra hammers, food and culture in your cities. They are an often rather expensive way to turn gold into these other resources and yes you're right they give more and better options in many cities. They're not a no brainer investment, you need to need to apply them carefully to relevant cities. I feel they increase the skill level required to play the game well in BtS and that is a welcome addition to the depth of play. I'm glad there are rival strategies that avoid and even counter act corporations. You seem to have to either commit to use them and then go wholeheartedly in that direction (e.g. build banks and adopt Free Trade) or alternatively avoid them all together (e.g. build factories, workshops, Caste System and SP for an SE).I think setting up the corp as early as possible certainly helps with increasing profitability on the Investment account. However, the less tangible benefits of corps might be able to justify the cost of setting them up. When talking about Sid's Sushi, as Mr Cynical has suggested, that would be flexibility. Other corps might give you something that would otherwise be difficult to come by, even if you are prepared to invest a lot of hammers/gold to get it through other means. So you could think of the large investment as giving yourself more/better options later.
I doubt Medicine would be researched for any other reason than getting Sid's Sushi, unless you wanted to build Hostpitals for a "Red Cross" strategy. But I see little need for that with the powerful stack healing from medic 3 GGs and the new Woodsman 3 promotion. I suppose if you wanted to make a stack of troops with march promotions then a free medic promotion has virtue, but that is an expensive way to get a small benefit.EDIT: I just saw MrCynical's post and I agree that Medicine and Wall Street might be researched and built anyway. But, since we can't simply assume that (I've gotten by without both, especially on non-space race games), it's probably good to account for them as a worst case scenario analysis.
UncleJJ said:I don't really mind where you include the HQ income in your balance sheet as long as you only do it once. If you set it against running costs and don't use it to "pay off" the investment then you've written off all those set up costs and that's 13,500 gold + beakers that you'll never recover. That is a cost in resources attributable to the strategy that other strategies can use diffently.
I am not happy about using the foreign spread aspect of any the corporation strategies, there is something wrong with that aspect of the game that needs fixing. The costs for the AI civs and their behaviour needs to be adjusted, otherwise it is, or could be, exploitative and ruins the late game (for me, even if others feel differently). I was specifically analysing the domestic aspects and said so. Apart from anything else it is very hard to predict how the AI will respond to a foreign spread branch of the strategy.
Can you rely on the AI to spread your corporations and not to adopt certain civics that foil that approach?
The indirect benefit of ruining another civ's economy is hard to account for and is an exploit that spoils the game IMHO. Perhaps you have ideas of how to evaluate that economically.
I hear Firaxis are considering some changes to corporation costs and to inflation to deal with players concerns. I will go with the official game patches in this area, but you can make adjustments to any figures I use yourselves for Solvers patch or any mods.
The real issue on whether or not to found corporations is whether they will have enough time to pay off before the game is over. I think the 76 turn payoff estimate is rather pessimistic myself.