Corporations in FFH2 Ice/Shadow?

I wonder if 0.24 ever going to use the same religion from age of ice, maybe the illians cause they use to work for the god of winter, and try to resurrect him.

the coorperation should be renamed as guilds and I think the guilds should be special. I wonder if they can do a special thing for the alignment, for example, good have "The Holy Order", the evil people have "The Dark Brotherhood", The Neutral should have "The Balanced Hand". I also wonder if there is a way to make one of the guild options related to only one type of Religion. The Guild purposes is to do just religion purposes, like the Runes should be able to increase the chances of gaining metals, the Leave have an increase of tree growths, The Holy Order help reduce maintance cost, Octapus Overlord should taint the sea for bonus food and gold or hammers, and finally the Ashen Veil raises the undead from the graves.
 
Corporations should become secret societies that you can spread to other cities (probably making the CEO equivalent invisible). They should consume resources (and create hammers) silently so you only notice if you're really paying attention. Next to giving the owning player gold they should also give him some sort of minor control over the city (kind of like spy missions perhaps? Different mission for each secret society?)
 
i would like to see corporations implemented as a mix of guilds, minor religion and even mercenaries.
It would be really interesting to spread a guild which gives a city free access to some mercenary units, others which is related to a minor religion and so on.
Making all "corporations" minor religions would be just doubling religion, mixing minor religions,mercenaries, merchant guilds would make gameplay more varied.
 
Would it be going to far to make the Esus "guild" necessary for any use of espionage, and the Lugus one for counter-espionage?
 
If the team can rebalance corps into something useful and not some all-powerful weapon that cripples the AI, then I'm all for it. But the current implementation of corps are completely broken.
 
I'm sure the design team is having fun brainstorming this one. :)

I think people are right that corporations should probably be called guilds in this mod, to fit the quasi-medieval flavor of Ffh.

I don't think they should be linked with particular religions: they're supposed to act in a manner similar to religions, e.g., you get benefits by spreading them. The religions in Ffh are already pretty distinct in their effects, it seems to me.

I suppose there are several possibilities for what you could do with corporations in Ffh: have them produce a resource, a unit (maybe a unique unit?), or some other benefit as they do in BtS.

Will be interesting to see what the team comes up with.
 
If the team can rebalance corps into something useful and not some all-powerful weapon that cripples the AI, then I'm all for it. But the current implementation of corps are completely broken.

by just removing the maintenance (1 number for each corp in the right xml) it is possible to clear the broken side of the corp (their huge problem when inflation rise)
 
by just removing the maintenance (1 number for each corp in the right xml) it is possible to clear the broken side of the corp (their huge problem when inflation rise)
The HQ income is also too high. Combining those two means swarming rivals with your executives is way strong. Especially if guilds/corps in FfH 2 weren't limited to the late game.

But guilds will not be just name-swapped versions of BtS guilds. Everything is open to change in our world. :)
 
I think it would be best if the FfH corporations weren't all of the same type. Some could be minor religions, some could be guilds, some could be secretive cults of assassins and warriors. They should be as diverse as possible and open to many different strategies.
 
Is there any limit to number of corporations? There are 7 in vanilla but could there be more?
 
Myself I would have suggested reworking the Tower of Mastery to use the Corporation mechanic.

Instead of the the minor towers being national wonders, each becomes the central hub of a Magic "School" a Univeristy of sorts that promotes the use of a certain disipline of magic, be it Necromancy, Elementalism, Divination, etc.

Each "Univeristy" would most likely generate extra beakers for each city in which it's teachings are followed. The benefits each city gets might still require some brainstorming, but I can imagine that a benefit from the School of Necromancy would be decent increased production as corpses are raised to carry out vast works of labour. This might be tempered with a slight unhealthyness increase.

Of course, some Schools of Magic would be opposed to others, but I'm not sure if it's possible to make corporations compete if they don't share a recourse (Perhaps an "invisible" resource could be used for this purpose?). Excecutives could become traveling scholars spreading the teaching of their School, the cost of spread respresenting them setting up a small area withing the city where they can train students.

Of course, completing the Tower of Mastery would still involve controlling all the lesser Towers, and so the teachings of all Magic in the world. Could lead to some intresting single target conquests.

I would also think that seeing as Mana would be used as the resources here, that each civ/race would have a better chance of founding a school of Magic that fits their ideas and values.


Of course, the big issue here would be... Could the AI handle it?
 
I would just like them added as a guilds. Simple as that, tanner guild takes extra sheep, deer, fur for happiness (This is too similar to Kuriotates Tailor?) Merchants guild takes many luxury resources and trades them for gold, blacksmith guild takes extra metals and trades them for industry, artist guild takes stone (marble is gone...) and metals and dyes and trades them for culture and bit of gold, farmers guild takes food resources for extra food...
There would be a big competing among these- artists and blacksmiths, food and tanners, merchants and tanners...

Two more things-
Thieves guild takes gold, but it would be interesting if they could 'smuggle' resources you need- taking, say, 3 different resources and giving one you don't have access to, or from enemy civ with thieves guild.
And mages guild same as now, but handled via guild instead of building - trades extra mana for promotions :)
Make founding corps a civ specific thing, to spice up a, say, Malakim?

Many creative options, I have full confidence team will come up with something cool.
 
I think it should be possible to add two levels of the corporation system, and as such both guilds (for turning resources into food/production/commerce) and cults (for providing specific exp or upgrades and/or effecting the city ie happines/health) could be possibilities.

I'm sure this will get some serious attention once the initial conversion is done.
 
One way I'd like to see the corperations implimented would be in a lesser role than they play in a late era game of the stock bts.

The way I see the FFHII most games boil down to Good Vs Evil + afew fence sitters, with the reglions taking center stage in just about every game, and as the reglions are a major factor throughout the games I've played there really isn't much use for the corperations as they were intended by the all powerful creators of Civ4.

What I would like to see is instead of the corperations replacing the reglions to work with the religions and the players, be they AI or Human, to aid them in there victories,

BUT not through suppling the player with an exbotinate amount of moolah, but with perhaps a set bonuses like a "free promontion" for units in this city, mages exp rate doubled here, or perhaps the plain ol' "this this and this get this" type of bonus, with no finacial gain to the city housing the corperation and/or the city housing the corperations Hq, the bonuses would simply be Militaristic and/or Sciencific

Perhaps make them pot luck too, so the players don't actually choose which corperations to found =P]

.........and errr......sorry if this is unreadable to most, haven't slept in awhile ^.^;;

EDIT: (Second thought that would probably be a major ***** to code the AI for that heh)
 
Instead of the the minor towers being national wonders, each becomes the central hub of a Magic "School" a Univeristy of sorts that promotes the use of a certain disipline of magic, be it Necromancy, Elementalism, Divination, etc.

I really like this idea. The more fantasy that can be worked into the fantasy mod, the better. And with magic already tied into the resource system, it makes perfect sense. Give each school of magic a couple of unique spells that are unlocked by having the corp. in your civ., and it's golden.
 
I really like this idea. The more fantasy that can be worked into the fantasy mod, the better. And with magic already tied into the resource system, it makes perfect sense. Give each school of magic a couple of unique spells that are unlocked by having the corp. in your civ., and it's golden.

Actually, I would like alittle less magic, and a little more mundane. Guilds should be less magic. Magic I think is more religous, with the priests, so something should remain untouched by it. Maybe there could be a mage guild, but I would prefer actual companies or merchants. While it could be linked with mana, I would prefer to be more unique. I think an ethanol like corporation should be made for reagents, which are very important, like oil, in the late game. Perhaps converting a certain kind of mana (nature?) into reagents. Just a suggestion.
 
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