The WASP mod is the combination of Panopticon's Protestantism mod and a corporation overhaul, all in the interest of creating a contentious dynamic and realistic environment in the age of colonization and onward. It is installed by dragging the files into their respective locations. A big thanks to Panopticon for his help in building the mod and creating the reformation mod that I used as a template. As requested his mod can be found here http://forums.civfanatics.com/showthread.php?t=257923. The WASP mod can be found at http://www.filefront.com/17205896/WASP 1.2.zip The changes I have made are posted below and of course any feedback is welcome. Map: Lagos made settlable Mumbai made a more appealing city location. Manilla settlable in a more appropriate location. Clams north of Carthage moved down a square out of the culture-free zone next to Corsica/Sardinia Gold added with a pre-built mine next to Timbuktu to facilitate the Jeweler's guild's creation. Wine south of Lisbon moved north to the Lisbon tile to facilitate Cosmopolitan guild's creation. The fish west of Borneo have been moved into Singapore's fat cross. Brunei is now settlable. Civic Changes: Mercanitlism no longer prevents foreign corporation spread, instead it increases the commerce generated by a workshop by one. Wonder Changes: The Kremlin now employs two free spies instead of two extra spy slots and costs 1000 hammers (root, I forget how that translates into RFC) Mt. Rushmore now employs a free artist in addition to its irrelevant war weariness ability. Scripting Changes: The Mali receive a great artist upon spawn The Portuguese receveive a great merchant upon spawn The Mongols receive two additional keshiks upon spawn. Corporation Overhaul: The idea behind the new corporations has been changed from thinking of mining inc as something specific like say a McDonald's company, to a general way of processing raw materials. There is no monopoly on the ability to harness the productive power of, say, iron and thus I have loosened the control the founding civ has over their corporation. To this end the bonus of corporate HQ's has been halved, and the maintenance costs have been reduced relative to resources consumed. Each corporation represents a historically based relevance of certain resources to the global economy. All the art is the same though, I didn't want to create something that would stick out visually. Of the seven corporations, two are in fact not corporations but rather guilds: Jeweler's Guild (formerly Civilized Jewelers): Often the first corporation founded, by the Mali. Must have Divine Right to found. Consumes gold, silver, gems, and copper and generates wealth and a bit of culture. Without a courthouse the net gain when counting the maintenance is minimal (as to specific numbers feel free to peep in the Civ4CorporationInfo.xml in the Game Info folder).The Mali now receive a great artist upon spawn to immediately found the guild if it has not been founded already. The first civilization that discovers Chemistry also receives a guildsman. Guildsman can only be built with the guilds tech even though the corp can be founded without it. This represents humanity's value of shiny objects and isn't a particularly powerful nor historically important guild, but it provides the mali with some extra economic power which can be interesting if the mali are having a good game. Competes with and is superceded by Mining Inc down the road. Cosmopolitan's Guild (Formerly Cereal Mills): Founded some time between 600 and 1300 AD. Must have guilds to found with a great merchant. Consumes spices, silk, fur, dyes, ivory, sugar, wine (the finer things in medieval life) and generates wealth. Without a courthouse the net gain when counting maintenance is supposed to be about zero but since it consumes so many resources, with a courthouse it can yield a significant wealth boost in well connected cities. The Portuguese now receive a great merchant upon spawn to immediately found the guild if no one has founded it already, but this is surprisingly less frequent in my tests than one might expect. In 600 AD maps the Byzantines in fact often found this in Constantinople, and I've seen it all over capital cities of europe and even Beijing and Mecca once. The first civ that researches, Astronomy, Nationalism, and Corporation receive a guildsman so several civilizations have access to this guild. This represents overland trade a la Marco Polo incentivizing bringing exotic resources home and feeds into early colonization as many of the consumed resources are plentiful in the sites of early colonization. Competes with World Wide Food, Standard Ethanol, and Traffic Cone Textiles down the road. Traffic Cone Textiles (Formerly Creative Construction): Founded some time in the Industrial age. Must have Replaceable Parts to found with a Great Engineer. Consumes Sheep (wool), Cotton, Dye, Silk, and Fur to generate Production and a bit of culture. The first civ that discovers Replaceable Parts now also receives a great engineer to immediately found this corporation. I generally founded in England, Spain, or France. The first civs that researches railroad and biology also receive an executive. This is inspired by the industrial revolution that was in many ways sparked by the textile industry. England was afraid to go to war with the Confederacy because it was afraid of losing access to its cotton. The quote I love is "You dare not make war upon cotton! No power on earth dares make war upon it. Cotton is king." Anyway, it makes places like the American South, Quebec, the Middle East, China, and later Australia very tasty targets for Colonization. It's not as powerful as Mining Inc per resource, but I've seen it turn France into a military juggernaut (that of course collapses). Mining Inc: Founded later in the Industrial age. Must have Chemistry to found with Great Engineer. Consumes Iron, Copper, Coal, and Aluminum to generate pure production. The first civ that discovers Steel also receives a great engineer to immediately found this corporation. This is also generally founded in Europe. The first civs that research Assembly Line and Combustion also receive executives. This corp is inspired by the later industrial revolution when the earth was used to power the birth of modern industry. More a revamp of the current Mining Inc than a generator of territorial contention, but it will amplify the productive power of mineral rich territory. Though the American West and South Africa can become very important colonies. Germany can go to town if it monopolizes this one. World Wide Food (formerly Sid's Sushi, and to some extent still is Sid's Sushi because I can't find where that part of the code is hidden): Founded in the modern age, it is enabled by refrigeration and requires a Great Merchant. Consumes 12 different food resources to generate additional food with a bit of culture. The first civs that discover Genetics and Ecology also receive executives. Inspired by the green revolution, or the ability for modern man to (if it were properly organized) feed a planet of 6 billion. At this stage of the game the history behind RFC is often starting to break down. What should be Titans are collapsed, and oddballs are often in command. So this corp is for fun. It also creates the population boom that we see today. I would like to find a way to increase the accessibility of this corp to relatively advanced civs and am open to suggestions. I think I might make it founded early and simply require refrigeration for any civ to build the executives whether they have access to the corp or not. Acme Energy (formerly Aluminum Co): Founded in the modern age it is enabled by the discovery of electricity and requires a great scientist. Consumes one resource, oil to generate incredible wealth and a bit of production. The first civs that discover computers and plastics also receive executives. Inspired by various companies' (and arguably countries') rapacious pursuit of oil. Encourages a late game interest in the Middle East and makes it so that one oil deposit just isn't enough. Standard Ethanol: Almost unchanged and since it competes with WWF would only be used in emergencies. But also creates an amusing scenario. When another civ founds this and pushes it on you, erasing your WWF in your cities, you can't help but curse the environmentalists . The civlopedia is untouched as I figure much is still in flux. Any suggestions are welcome. I'm most concerned about balance, but I also know that the person who creates an empire that encompasses, let's say, hundreds of food resources, already has an unrealistically sized empire and I can't be held accountable for unrealistically sized cities. And to be fair that player probably gets a kick out of the absurd cities. I would also like a more elegant way to grant non-founding civs access to corporations after they've had a chance to be founded but I can't really come up with anything that isn't awkward for the player or just plain unusable for the AI. What I've tried to capture more than realism is a feeling of realism. I care more that the player is looking at the map and thinking as one might have thought about colonies back in the day than I care that the map is shaping up appropriately down the road.