Corporation woes...

doompigeon

Chieftain
Joined
Aug 20, 2006
Messages
98
I realize this is a problem with BTS not RFC... but corporation maintenance is too high as a result of inflation. There's a mod that fixes this for the standard epic game... but it's not in RFC and I don't know how to incorporate it properly.... I guess the alternative is just always run state property... which is often the right thing to do anyway... but it'd be really nice if this could be fixed by someone who knows how to do these things...

... or if this somehow isn't a problem, please explain how that's true!

Otherwise... I can merely stand back in awe. This is incredible :-D
 
You could choose to spread you corporation exclusively in opposing factions, and just having the main building in your financial capital, I think that would solve it (having not played that far).
 
Well, yes... I realize there's ways of working around it, I suppose... but it just doesn't seem realistic.

Although massive international corporations have some mixed effects on society... think Walmart... there's no question that they generate tax revenue for the Government. It just doesn't make sense to me that corporations would cost your Government money... it's simply illogical.

I like the idea that it's more profitable to operate in foreign 3rd world countries... it's sick and twisted in a highly realistic way... but it's clearly supposed to be worth your while to spread a corporation to your cities as well... as it stands it simply isn't.

There's an SDK fix somewhere that exempts corporate maintenance from inflation that makes everybody happier... but my programming skills end at HTML and XML because they are both so beautifully simple...

Thank you, though...
 
also, are corp HQ profits caped in the same way that holy cities are. I think they are but I'm not sure. if that's so it severely cripples corporations.
 
I read in the literature somewhere that corp income was capped at 25 gold. However, this cap wasn't reflected in the city view of any of my financial capitals. I don't have any screenies, but there were a couple games where my financial capital was bringing in well over 1000 gold per turn (pretty much all of which seemed to be eaten up by inflation) most all of which was fueled by corporate income.
 
I read in the literature somewhere that corp income was capped at 25 gold. However, this cap wasn't reflected in the city view of any of my financial capitals. I don't have any screenies, but there were a couple games where my financial capital was bringing in well over 1000 gold per turn (pretty much all of which seemed to be eaten up by inflation) most all of which was fueled by corporate income.

It wasn't capped before patch.
 
Then, post patch, I can't imagine even bothering with corps. The cripling inflation would far outwiegh any food or production benefit. Only the resource generating corps would be tempting.
 
... well it's nice to see I'm not the only one upset with the way corporations work right now...

But back to the original point... does anyone know how to fix it?
 
I don't see any issue at all.

The fact that it costs maintenance is offset mostly by the revenue brought in by the corp hq, if you don't have your hq built with wall street that's your own fault. :p

Corps are easy, easy, easy money. Plus of course they have other benefits.

Go around to the other civs and drop off just one suit at their capital, watch them spread it through their civ. When you've created 3 offices in 3 different ai civs send the ships back to pick up 3 more to send to 3 other civs... while they travel spread it to 6 of your cities, and repeat. You roll in the cash and benefits.


Here's my current game;

corp maintenance = 396 :gold:
corp inflation @122% = 483 :gold:
total costs = 879 :gold:


corp revenue 305 = :gold:
building bonus @200% = 610 :gold:
total revenue = 915 :gold:


bottom line = +36 :gold: profit


Plus each of my cities is currently getting +5 :hammers: and +34 :culture: - I'm not even trying to spread it with any effort... this meant that my borders are very strong, my military sits well away from the cities guarding the border while only a reasonable garrison are in the cities and the rapid reaction force pool. We've been guarenteed that all cities on our border have nice big fat crosses and are ripe with fat bankers ordering about the peons to make tanks and go out and conquer... and conquering is easy when you capture an enemy city and have a base culture of 34 a turn... no sir, they don't starve we sell shiny beads to the natives for corn and wheat and and... you get it.

at least half the world knows not of the wonders that is jgbaxter's creative constructions.


Of course the inflation is a pain, and part of the problem is I don't think they looked at inflation and corp maintenance costs correctly. I personally think they should cut the revenue by half and the maintenance by a three quarters.

Regardless, although my preference is for the above, corp's are certainly very useful as they are. I think though that you should be able to use your suits to buy another corp out of a city and place your own in, and that they should be more like corporate zealots driving out other corps.

"Corp Wars"™

:)




I should mention I was running Environmentalism, if I'd wanted to increase profits I'd switch civics, and then my current game would look like this;

corp maintenance = 297 :gold:
corp inflation @122% = 363 :gold:
total costs = 660 :gold:


corp revenue 305 = :gold:
building bonus @200% = 610 :gold:
total revenue = 915 :gold:


bottom line = +255 :gold: profit


And one last thing, it's 1950 and I've just nuked a bothersome enemy all across the border, I'm not even paying attention so even my cities with pop1 that I've just planted on various islands in the pacific have my corp in it... that's part of the reason my inflation is so high, because I just don't care and I want my island cities to start with 6-9 hammers. :)
 
25 cap is too low. I mean it takes a lot more effort to create, spread and maintain a corporation than a religion, also all civs have a chance to found one unlike religions, so such a low cap doesn't work well with the numbers of corporations.
 
jgbaxter- what patch are you playing? If I remember correctly in newest patch max corp revenue is 25 (with buildings 75), co you would bankrupt very fast.


I'm not using the current patch, must be the one previous. Yea that money cap is way to low, stupidly low, there's no reason in my mind to limit it like that.
 
Does anyone know exactly where the variable for these things are? I'd like to play around with them a little.

Maybe set income to 2 or 3 and cut cost in half as well. Or increase the benefits, even.
 
Well I guess that mostly answers my questions?

Although I've got one more slightly off topic... is inflation totally random, or is it in any way linked to ANYTHING? What's the deal?

It seems to me that if you can get a great depression from deflation (production but no commerce) inflation should be higher in civs with lots of commerce but little production... is this already true and I just don't know it, or have I had an idea that no one is smart enough to program or just complicates things more than anyone is interested in?
 
The one thing I know about inflation in Civ is that it acts absolutely nothing like the real worlds and therefor there is not a damn thing you can do about it.
 
It seems to me that if you can get a great depression from deflation (production but no commerce) inflation should be higher in civs with lots of commerce but little production... is this already true and I just don't know it, or have I had an idea that no one is smart enough to program or just complicates things more than anyone is interested in?

From my understanding of it, inflation is a worldwide thing. It's not civ-specific. So it also depends on the others actions, not just yours. It is (still from my understanding and pure theory) a very simple game mechanic, that is called inflation but you shouldn't really compare it to the RL one. So in short, I presume inflation rises with the rising of maintenance costs, but as I said it seems to be worldwide. The only "specificity" is that it's a percentage applied to your total expenses, but that percentage is the same for everyone. I think.
 
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