Corporation costs, an in depth analysis!

You forgot about the most powerful UB effect of them all: the Holy Roman rathaus! It cuts maintenance costs, including those from corporations, by 75%! So the price of corporations is cut in half. On my first Holy Roman game, I put Mining Inc. and Sid's Sushi in every single city, no foreign corporations except my Cambodian vassal, and ran away with a domination victory --no time to build the spaceship!

Holy Roman Corporate Empire!! :goodjob:
 
thats a damn good addition.. though in my calculations I had not included the maintanance costs in order to keep it simple for others.

from that standpoint the zulu also get a break with their 20% discount through their UB.

warmongers really profit from the increased production.. and a snowball effect as your territory expands.

NaZ
 
You forgot about the most powerful UB effect of them all: the Holy Roman rathaus! It cuts maintenance costs, including those from corporations, by 75%! So the price of corporations is cut in half. On my first Holy Roman game, I put Mining Inc. and Sid's Sushi in every single city, no foreign corporations except my Cambodian vassal, and ran away with a domination victory --no time to build the spaceship!

Holy Roman Corporate Empire!! :goodjob:

How much corporation maintenance does the Holy Roman empire pay under Free Market?
 
How much corporation maintenance does the Holy Roman empire pay under Free Market?

If I've understood it right, Free Market works before buildings. So it should be:

0,75*(1,00-0,75)=0,75*0,25=0,1875

So Rathaus and Free Market should together eliminate 81,25% of corporation maintenance costs.
(Meaning Ikhanda and Free Market would together eliminate 77,50% of corporation maintenance costs.)
 
My last game I got bombed with the AI's Corps. I was running the eco friendly civic with the +25% corp miant cost. The AI each founded 2 corps and started speading them all to me, in the end my echonomy was in the gutter. Oh well I should have changed civic but you live and learn.
 
meateater,

first.. beelining corporations is worth it.. if for no other reason than to protect yourself!

if you are falling victim to other corporations you have a few choices.

option 1. turn on mercantilism and turn off their corporations

option 2. turn on state property and disable all corporations

option 3. found a competing corporation and spread it as quickly as possible to uproot their corporations from your cities.

option 4. declare war on the controlling civ, and take the corporate headquarters by force which should mitigate 90% of the costs.

weather or not the 3rd is even an option is debateable, but the war option is often the best approach in most situations. you will be able to use one of the civics by this time so it is just a question of which will be of the best use.

now if its mining inc or creative constructions you can just leverage the production boost to help you with the war effort. if its something less useful then I'd consider a civics switch.

NaZ
 
Where did you get that info?

From another thread [Corporation Maintenance Explained], here's quote:

The Free Market Civic reduces Maintenance Costs from Corporations by 25%. The important thing to know about Free Market is that its reduction is at the very core of Corporate Fees and is not represented mathematically in any screen. Therefore, this reduction comes before Courthouses and Inflation!
 
not sure lol.. don't like to see my threads fall into obscurity.

corporations are a great addition to the game, more powerful and costly than religion spreading.

through wise use you can supercharge your civ, and it works out amazingly well for domination attempts. I assume you could also leverage for a cultural victory.. you should see sid's creative construction and jewlers in action.. over 500 culture per turn sooo quick to get to legendary status.

space race also benefits.. creative construction followed by aluminum inc.. every instance of aluminum available to that city magnifies creative constructions.. huge spike in production for building parts.

NaZ
 
I think it fell down because Firaxis has indicated they will be changing Corporation maintenance, and Inflation

in any case they need to work the Maintenance costs so that

In Free Market you would sometimes WANT a foreign corporation in your cities (although you would want that HQ, but you would be willing to spread a Foreign corp. sometimes)

In Environmentalism, you would NOT be willing to spread foreign corps, excep in Highly unusual circumstances, although you would be willing to spread Domestic Corps. [at least Wall Street ones]
 
Another thing I haven't seen mentioned: With Solver's patch, Mining Inc can very easily make you quite a lot of money. A simple example: you have two production cities with 20 base hammers each, and forge+factory+power (for a total output of 80 hammers over the two cities). You have Mining Inc founded in the Wall Street city, and it has enough resources to bring in 20 hammers per city. Expanding it to those two cities will probably cost ~30gpt (after the bonus from the HQ is accounted for), and double the hammer output of both for an extra 80 hammers per turn.
If one of those cities now builds Wealth, you will be looking at a net increase in gold of 50gpt (80 hammers-30 maintenance), but you will still be generating the same amount of hammers (and even better, the hammers are now focused in a single city). You can also alternate which city runs wealth while the other builds any necessary improvements or whatever, and when you really need to ramp up production, you have an extra 80 potential hammers that can be assigned at will.

So Mining Inc is well worth spreading pretty much everywhere that you can afford the health for production buildings.
 
Another thing I haven't seen mentioned: With Solver's patch, Mining Inc can very easily make you quite a lot of money. A simple example: you have two production cities with 20 base hammers each, and forge+factory+power (for a total output of 80 hammers over the two cities). You have Mining Inc founded in the Wall Street city, and it has enough resources to bring in 20 hammers per city. Expanding it to those two cities will probably cost ~30gpt (after the bonus from the HQ is accounted for), and double the hammer output of both for an extra 80 hammers per turn.
If one of those cities now builds Wealth, you will be looking at a net increase in gold of 50gpt (80 hammers-30 maintenance), but you will still be generating the same amount of hammers (and even better, the hammers are now focused in a single city). You can also alternate which city runs wealth while the other builds any necessary improvements or whatever, and when you really need to ramp up production, you have an extra 80 potential hammers that can be assigned at will.
So Mining Inc is well worth spreading pretty much everywhere that you can afford the health for production buildings.

that seems like an awful lot of effort and micro management for a mere 50 gpt.
 
that seems like an awful lot of effort and micro management for a mere 50 gpt.
You mean building two executives, spreading Mining Inc to two production cities, and setting one of those cities to wealth?

And the benefit is more than the gold anyway. You've got your hammers more concentrated, and you've got more hammers tucked away for when you really need them.
 
Hi, one really quick question. If a corporation (playing without solver's patch) is expanded to a city that does not have the resources for this corp, are the benefits still provided for such city?
 
Hi, one really quick question. If a corporation (playing without solver's patch) is expanded to a city that does not have the resources for this corp, are the benefits still provided for such city?

I don't believe it's even possible to expand a corp into a city that doesn't have access to the required resources.

Nice Necro, btw.
 
Found 1 or 2 corps in the same city, spread them arround (Ais tend to self spread them I have noticed), then try and force the environmetlism civic down everyones throat. The mints/malls/stcok exchanges can handle the excess costs in your cities but the other AIs will crumble.
I'm very much in the mood for a global-economy crashing corporate hegemony game.
 
I dont understand why everyone rates Sushi so highly and cereal corps hardly rates a mention.

I tend to play fractal and rarely have moer seafood resources than grain resources, so the gain for cereal is higher. Plus Sushi adds culture, which is useless that late in the game unless, of course, you are going for a cultural win.

With that in mind, if the game is still going at refrigeration I will always go for cereal corps. Cereal Corp and Mining Inc together make sucha big improvement to your cities. (Usually about 15 - 20 hammers and 10 - 15 food).
 
I wonder why I can't create Civilized Jewelers with my Great Artist. I have Mass Media and Gold, and no one else has created it yet... Any ideas?
 
I wonder why I can't create Civilized Jewelers with my Great Artist. I have Mass Media and Gold, and no one else has created it yet... Any ideas?

Are you in State Prop?
 
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