Corporation Overhaul: The WASP mod

NerfCothons

Warlord
Joined
Aug 25, 2008
Messages
289
Location
Denver, CO
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 :p.

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.
 
I think that this is a fantastic idea! That's one thing I like more about the RFCE mod than RFC- The corporations are founded earlier in the game, giving them a chance to become big. In most of the Rhyes games I play, most corps. arn't even founded before the game ends.

But, regardless, when I placed all the files into the correct folders, Rhye's wouldn't start it, crashing before fully loading. Are both mods updated to Rhye's current patch?
 
Downloaded it, trying. Early civ can easily get a great artist by Stonehenge or discovering music first. And without Judaism, Jerusalem is a weak city now.

The bonus of AP (hammer), Spiral Minaret($), Sankore(research), if belong to Catholism, don't switch to Protestantism, making Pro-ism less favorable. Any solution?
 
Minaret and Sankore correspond with the owner's state religion at the current time. Apostolic Palace corresponds to the state religion at the time of construction. In the Minaret/Sankore's case, as you build protestant religious buildings the bonuses will return. For the apostolic palace the old catholic buildings in the cities that retain Catholicism will continue to provide the hammers. The reformation forces the player to choose between maintaining the hammers from an apostolic palace (assuming it's christian) and the 100g from the monasteries, while weighing the diplomatic situation. Protestantism isn't meant to always be an asset, in fact I think players who are likely to have founded catholicism or built the palace would probably want to stay catholic.
 
This is a brilliant idea! Definitely going to download this one. It sounds like it will really give an interest to resources which are otherwise fairly boring.
 
I think that the increase of the Keshik power and numbers may have been a little too much- For the three games I have started so far, I get a message that China has collapsed a few turns after the Mongols spawn. Entering WB, I find that the Mongols have declared war every time, and desimated the Chinese cities. Sure, it's realistic... But I think that the Chinese should at least have some sort of chance. (By the way, it's a 600 AD start, just in case).
 
I think that the increase of the Keshik power and numbers may have been a little too much- For the three games I have started so far, I get a message that China has collapsed a few turns after the Mongols spawn. Entering WB, I find that the Mongols have declared war every time, and desimated the Chinese cities. Sure, it's realistic... But I think that the Chinese should at least have some sort of chance. (By the way, it's a 600 AD start, just in case).

Believe it or not the main thing I'm trying to accomplish with the Mongolian changes is to collapse the Mongols. I hate how if China is able to keep them at bay they just stick around because their empire never gets big enough to collapse them. Let me know how the Mongols are fairing down the road in your games please. In addition China has a pretty high respawn chance so I expect that they'll come back in some of your games.

That said, 9 str 12 keshiks may be overboard :p.
 
Nerf, I remember some time ago Rhye posted a list showing how each civ get's instability from civs that spawn near them. Perhaps you should have Turkey create major instability for Mongolia. Then if they manage to conquer China fast enough and start advancing on the middle east they should start to collapse around the Turk's spawn which is realistic if they survive for about 50 years after the spawn and then collapse completely.
 
Dammit just when I think it's done.
Although Rhye did make my job a little easier by condensing the corp names into one file.

A questions though: Do you guys feel like the new patch has addressed the Mongolian issue? What I think I ought to do is remove the 12 str. Keshik buff but leave the 3 extra keshiks on spawn. The main issue in my experience is the AI not feeling strong enough to invade China, and since the AI seems to weigh all units the same way just extras might be the trick.
 
Ok, sorry about the delay but WASP 1.2 is finally available and is compatible with the most recent version of RFC (1.186).

Other than making the mod work with the new RFC, a couple changes were made as well:

Mongols: the extra unit strength was eliminated, but I still give them an extra two keshiks upon spawn.

Wonders:
Both the Kremlin and Mt. Rushmore were given the shaft from my perspective when converted from BTS to RFC. So I've made a few changes

Kremlin: Hammer cost is now 1000, instead of two spy slots, it gives two free spies.
Mt Rushmore: Employs a free artist.
 
Ok, sorry about the delay but WASP 1.2 is finally available and is compatible with the most recent version of RFC (1.186).

Other than making the mod work with the new RFC, a couple changes were made as well:

Mongols: the extra unit strength was eliminated, but I still give them an extra two keshiks upon spawn.

Wonders:
Both the Kremlin and Mt. Rushmore were given the shaft from my perspective when converted from BTS to RFC. So I've made a few changes

Kremlin: Hammer cost is now 1000, instead of two spy slots, it gives two free spies.
Mt Rushmore: Employs a free artist.

Fair enough. I originally thought it should be done that way.
 
Top Bottom