Ikael
King
- Joined
- Dec 2, 2005
- Messages
- 873
From the musings of the "expansion suggestions" tread, here I am yet again with far too much time in my hands, I present you... Civilization V's corporations! Feel ree to comment:
BASIC MECHANICS
- Corporations have to be founded and enhanced by a great merchant. You cannot found them before the industrial revolution.
- Corporations are founded in the same way as religions are: first arrived, first served
- There can only be one corporation at one city at a time
- You expand a corporation by paying gold. The further away from the headquarters and bigger a city is, the more costly it will be
- You can extirpate rival corporations either by spyionage, or trought legal action - pay a fee on the city to see it removed (small icon next to a city rather than the whole lawer unit micromanaging madness). Needless to say, the bigger the city, the bigger is the cost of the legal action or the spyionage action
- Corporations cost money to expand and to mantain, too. The manteinance costs goes up the more franchises are stablished, from an initial cost of 4 gold per turn up per franchise, up to a whooping 20 of gold per turn per franchise maximum
- Franchises have mostly negative consequences for the hosting civ, while yielding benefits for the corporation's headquarters. However, they do generate money for the civilization that hosts it. The more spreaded a corporation is, the higher will be the benefit yielded by its individual franchises, ranging from +1 gold to +10 gold (increasing on 1 gold per franchise in the world). That would mean that civilizations in dire need of cash will welcome its corporate overlords, while another more powerful civs interested in different matters will react in an hostile way towars corporate expansion. City states, however, a prime target for corporations...
- The only way to kill a corporation entirely is trought a "hostile takeover", an action that can only be carried by a great merchant. In order to make an hostile takeover, you need first to be completely free of the franchises of said corporation in your territory and consume a great merchant next to the headquarters of your rival's corporation
- Social policies do influenciate the corporations in certain ways:
Liberty: -50% to the manteinance costs of your own corporation franchises
Order: +50% to the costs of stablishing foreign corporations inside your empire
Autocracy: -50% to the costs of expanding a corporation to other civilizations
Commerce: +100% to the economic benefit of hosting foreign corporation franchises inside your empire
DIFFERENT CORPORATIONS
STANDARD RESOURCES
Prequisite: Biology
Steals 1 resource of either alluminum or oil for its founder worked on the city radious
Upgrade - industrial processing - You gain +2 production on its headquarters for each franchise
Uses: This is a corporation that if used right, can severely slow down an enemy's military efforts and space race victory conditions. Huge, massive annoyance to deal with, many civilizations would be willing to enter in war against you in order to recover their precious oil for their army and alluminium for their spaceships.
INTERNATIONAL PICTURES
Prequisite: Electricity
Steals 20% of the culture produced from its franchises towards its headquarters
Upgrade - mass entertainment: You gain +2 happiness on its headquarters for each stablished franchise
Uses: Denying the cultural victory to other civs never felt so much satisfying. It can either be used by a small civ headed towards cultural victory, or by a big civ looking to screw a cultural victory and having some sweet added hapiness effects to boot.
PHARMACOMPLEX
Prequisite: Medicine
Steals 10% of the food produced from its franchises towards its headquarters, it is easier to spy on said cities
Upgrade - patent property: You gain +5 science on its headquarters for each franchise
Uses: Yet another source of growth, the added bonus of science makes it a must have for small yet tall civs.
APPLIED TECHNOLOGIES
Prequisite: Electronics
Steals 20% science produced from its franchises towards its headquarters
Upgrade - Research & development - You gain +10% to spaceship production on your headquarters for each franchise (up to a +150% max)
Uses: Spaceship win all the way, and a great way to cripple your rival's technological efforts. An extremely focused corporation, that is for sure
WARFARE .INC
Prequisite: Automatic weapons
Cripples a 30% of the military production rate and city defenses, that city cannot host a nuclear bomb
Upgrade - war economy - Free franchise manteinance
Uses: If you wish peace, profit from war then!. Great for both diplomatic peacemongers and bloodlust dictators, its upgrade makes it the only corporation that can expand ad infinitum (as it happens on real life), meaning that you can effectively deny all your rival's military advantages with a little bit of patience. Huge synergies with autocracy, too!
GLOBAL NEWS MEDIA
Prequisite: Radio
You gain +3 culture on its headquarters per franchise, unlike other corporations, you gain -big - positive diplomatic modifiers within the civilizaton that host the franchise. -3 happiness on the cities that host its franchises if said civ enters in a war against yours
Upgrade - Elite think thank: CS with this corporation on it cannot vote civs other than yours on the UN (they can abstain, though), +15 permanent influence on them
Uses: A great corporation to employ if you are shooting for either a cultural or diplomatic victory, it is also the very only corporation that rather than incur into diplomatic penalties, it actually enhance your standing in the world - great for smaller civs that wants to stand away from the fray or warmongers with a reputation to clean up, a kind of an "insurance policy" of a corporation to have
Thoughts?
BASIC MECHANICS
- Corporations have to be founded and enhanced by a great merchant. You cannot found them before the industrial revolution.
- Corporations are founded in the same way as religions are: first arrived, first served
- There can only be one corporation at one city at a time
- You expand a corporation by paying gold. The further away from the headquarters and bigger a city is, the more costly it will be
- You can extirpate rival corporations either by spyionage, or trought legal action - pay a fee on the city to see it removed (small icon next to a city rather than the whole lawer unit micromanaging madness). Needless to say, the bigger the city, the bigger is the cost of the legal action or the spyionage action
- Corporations cost money to expand and to mantain, too. The manteinance costs goes up the more franchises are stablished, from an initial cost of 4 gold per turn up per franchise, up to a whooping 20 of gold per turn per franchise maximum
- Franchises have mostly negative consequences for the hosting civ, while yielding benefits for the corporation's headquarters. However, they do generate money for the civilization that hosts it. The more spreaded a corporation is, the higher will be the benefit yielded by its individual franchises, ranging from +1 gold to +10 gold (increasing on 1 gold per franchise in the world). That would mean that civilizations in dire need of cash will welcome its corporate overlords, while another more powerful civs interested in different matters will react in an hostile way towars corporate expansion. City states, however, a prime target for corporations...
- The only way to kill a corporation entirely is trought a "hostile takeover", an action that can only be carried by a great merchant. In order to make an hostile takeover, you need first to be completely free of the franchises of said corporation in your territory and consume a great merchant next to the headquarters of your rival's corporation
- Social policies do influenciate the corporations in certain ways:
Liberty: -50% to the manteinance costs of your own corporation franchises
Order: +50% to the costs of stablishing foreign corporations inside your empire
Autocracy: -50% to the costs of expanding a corporation to other civilizations
Commerce: +100% to the economic benefit of hosting foreign corporation franchises inside your empire
DIFFERENT CORPORATIONS
STANDARD RESOURCES
Prequisite: Biology
Steals 1 resource of either alluminum or oil for its founder worked on the city radious
Upgrade - industrial processing - You gain +2 production on its headquarters for each franchise
Uses: This is a corporation that if used right, can severely slow down an enemy's military efforts and space race victory conditions. Huge, massive annoyance to deal with, many civilizations would be willing to enter in war against you in order to recover their precious oil for their army and alluminium for their spaceships.
INTERNATIONAL PICTURES
Prequisite: Electricity
Steals 20% of the culture produced from its franchises towards its headquarters
Upgrade - mass entertainment: You gain +2 happiness on its headquarters for each stablished franchise
Uses: Denying the cultural victory to other civs never felt so much satisfying. It can either be used by a small civ headed towards cultural victory, or by a big civ looking to screw a cultural victory and having some sweet added hapiness effects to boot.
PHARMACOMPLEX
Prequisite: Medicine
Steals 10% of the food produced from its franchises towards its headquarters, it is easier to spy on said cities
Upgrade - patent property: You gain +5 science on its headquarters for each franchise
Uses: Yet another source of growth, the added bonus of science makes it a must have for small yet tall civs.
APPLIED TECHNOLOGIES
Prequisite: Electronics
Steals 20% science produced from its franchises towards its headquarters
Upgrade - Research & development - You gain +10% to spaceship production on your headquarters for each franchise (up to a +150% max)
Uses: Spaceship win all the way, and a great way to cripple your rival's technological efforts. An extremely focused corporation, that is for sure
WARFARE .INC
Prequisite: Automatic weapons
Cripples a 30% of the military production rate and city defenses, that city cannot host a nuclear bomb
Upgrade - war economy - Free franchise manteinance
Uses: If you wish peace, profit from war then!. Great for both diplomatic peacemongers and bloodlust dictators, its upgrade makes it the only corporation that can expand ad infinitum (as it happens on real life), meaning that you can effectively deny all your rival's military advantages with a little bit of patience. Huge synergies with autocracy, too!
GLOBAL NEWS MEDIA
Prequisite: Radio
You gain +3 culture on its headquarters per franchise, unlike other corporations, you gain -big - positive diplomatic modifiers within the civilizaton that host the franchise. -3 happiness on the cities that host its franchises if said civ enters in a war against yours
Upgrade - Elite think thank: CS with this corporation on it cannot vote civs other than yours on the UN (they can abstain, though), +15 permanent influence on them
Uses: A great corporation to employ if you are shooting for either a cultural or diplomatic victory, it is also the very only corporation that rather than incur into diplomatic penalties, it actually enhance your standing in the world - great for smaller civs that wants to stand away from the fray or warmongers with a reputation to clean up, a kind of an "insurance policy" of a corporation to have
Thoughts?