Corporations

Sweet. I'm going to switch to your version. ;)

I have an updated Corporation Schema for you, it includes both the ObsoleteTag and the new RevolutionIndexModifier, so you can make corporations modify the revolutions in the game.

To use it, just use the schema here and add this tag to any corporations, changing the value to whatever you want:
Code:
<iRevolutionIndexModifier>0</iRevolutionIndexModifier>

You have to be using AND beta5+ to see it work.

Tell me if it doesn't work or show right...

View attachment 241982

Double sweet! I'll see what I can do over this weekend, whoo!
 
Oh, and you can get rid of the GlobalDefines file in every guilds folder, I figured out a way around that, so it isn't used. It's just dead code...
 
UPDATE!!!

The modular guilds and corporations is now bundled in with AND 1.60beta8. You no longer need to download the files here in OP, but I'll keep them up for the time being.

I've been switching between playing Civ4/RoM/AND and Evil Genius and modding corps. Ah, the drain on my time, hehe.
 
UPDATE!!!

The modular guilds and corporations is now bundled in with AND 1.60beta8. You no longer need to download the files here in OP, but I'll keep them up for the time being.

I've been switching between playing Civ4/RoM/AND and Evil Genius and modding corps. Ah, the drain on my time, hehe.

Ah, Evil Genius. It's been a while since I thought about that game. Has the same pathing problems as most games like that, but the humor is fantastic.

Anyway, I haven't had any time to Civ for the last two weeks, as I was helping my friend prepare for her wedding. She's married off now, though, so I should be able to start thinking about Civ corporations once again. I'll see if I can think of any more sailing-era corps. Part of the problem with coming up with good ideas for such, however, is that they're based on exploiting the abundance of a product in one location to satisfy the needs in another location where a product is scarce, and that won't always show up the same way in a Civ game as it did in our world's history. So, we may have to look at other options for bundling similar products and monopolizing them in such a way that a 'joint venture' could still profit from them.

Well, one example comes to mind: A rennaisance company that excels at animal husbandry, raising the best specimen of both draft animals and livestock.

Four Hooves, Four Quarters

Consumes:
Horse
Cow
Sheep
Pig

Provides:
Small amount of food and small amount of production per resource consumed

Corporate building:
Four Quarters Stables
Requires:
Horse, Cow, Sheep or Pig in city vicinity
Corporation present in city
Provides:
+1 research (by default, no resource requirement, as all husbandry programs would lead to better understanding of heredity)
+1 hammer for horse and cow
+1 food for pig
+1 gold for sheep
(I chose production for cow as I feel there are plenty of ways to improve food production in a city already, and I didn't want to overload food production. Think of it as selectively raising cows for better hides and other useful industrial byproducts, such as fats and hooves for adhesives.)
 
Four Hooves, Four Quarters looks good. I can swing that as well as the New Horizon Trading company you mentioned earlier.

Problem is, what techs open these up? What techs makes them obsolete (if ever)? I've not had a chance to check out possible renaissance era techs yet.

Let's see.. There's the Custom_Corporations folder, the Guilds folders.. guess we can call the renaissance folder Companies. I'll be back this evening and see what I can do. Hi ho hi ho, its off to work I go!
 
Just an FYI, I added a new tag to Corporations in Beta9. I was planning on using it, but realized it wouldn't fit for what I Wanted, right after I spend the half hour it took to add.

It's a PrereqBuildingClasses tag, basically a duplicate of the one for buildings. (It looks and works identically to the building one) You set a list of building classes and how many the player has to have in their empire before they can spread the corporation.

You don't have to use it, but I figured I should make you aware of it. Here's an updated schema for it.

View attachment Example_CIV4GameInfoSchema.rar
 
Oh, I didn't realize you wanted me to give you the whole ideas. I thought I was just seeding ideas. Okay, well, my first thought was Mercantilism as one half of the unlock for both of them. The other half would be Biology for Four Hooves. I would have put Navigation for New Horizons, but that's already a hard requirement for Mercantilism. Maybe put it at Naval Cannon, as investors would want to be sure their ships would be defended.

I don't know if you can obsolete a corp. It only works for Vincentz' guilds because they all key off of the guild charters, which come from a building that becomes obsolete. You could obsolete the corp's building, however. Four Hooves would become obsolete with Genetics. If you need, I could come up with a similar building for New Horizons. Probably would want it to obsolete with Motorized Transportation, as overland transit of cargo becomes more prevalent.

Let's see... ideas for a corp building for New Horizons...

New Horizons Chartered Port
Can only be build in costal cities
-1 Trade Route
+20% trade from Trade Routes
+1 commerce from Corn, Tobacco, Rubber

(Exact benefit to trade routes might need to be tweaked. Also, I haven't listed cost in hammers for either building, as I'm not sure what would be balanced. Please feel free to adjust as necessary.)

Again, the idea is that they're looking to further develop wealth from their products, so they'd be working to maximize revenue on their trade routes. However, as they have exclusive use of some of the port facilities, they reduce the maximum number of trade routes possible.

As you can see, I'm also trying to make it so that corporate buildings in this era aren't something that can be built everywhere. They need access to some crucial aspect of the company's business, either a costal port for New Horizons, or the pasture lands for Four Hooves. I'd love to see if anyone else is interested in these types of 'limited' corps enough to come up with ideas for their own.
 
Just an FYI, I added a new tag to Corporations in Beta9. I was planning on using it, but realized it wouldn't fit for what I Wanted, right after I spend the half hour it took to add.

It's a PrereqBuildingClasses tag, basically a duplicate of the one for buildings. (It looks and works identically to the building one) You set a list of building classes and how many the player has to have in their empire before they can spread the corporation.

You don't have to use it, but I figured I should make you aware of it. Here's an updated schema for it.

View attachment 242327

Hmmm.. that looks interesting. That might work in a couple ideas. Bears thinking on.
 
@Nightguard

That's exactly what I'm looking for. Good, well thought out ideas, with some flesh to it. The more details people provide for the corps/guilds/companies and/or buildings/units, the easier it becomes for me to mod it up, so I don't have to guess at what people want.

Guilds are exactly the same a corporations. I'll have to do some testing to see if they actually become obsolete, if they need to key off that guild charter or not. Unfortunately, I can only test off 1.60Beta7, cause I can't get 1.60beta8 or 9 to install at all.

Now, New Horizons.. would you want them in cities with rivers as well(river trade)? What do you think of a ship-executive(or however you want to call it)? Those would be handy to expand the NHTC across the ahem, Seven Seas(or counterparts).

I had a thought at work today. Super corporations.. or Mega-Conglomerates. Here's a quote from wiki.

A conglomerate is a large company that consists of diverse divisions; the term is almost always reserved for companies having otherwise unrelated businesses under a common corporate umbrella. Conglomerate companies tend to be large multinational corporations with operations in multiple regions of the world.

Such as Disney, Toshiba, Lockheed Martin, johnson and johnson, Canwest Media, Umbrella(fitional), etc.

Now, they'll key off a tech sometimes after corporations, middle to late modern era, is what I'm thinking. Not only that, they'll require at least three(or more) specific corporations, before a MegaCon forms. I'm also thinking, you would need an executive from each corporation hanging around (ideally in the same city), "negotiate" and form said MegaCon (HQ building). The megacon will not spread, I would think, but it would provide bonuses to the corporations that compromises it. I(or some poor sap :mischief:) probably would have to butcher some code from.. the great people/golden age to make that work.

Great... I need to stop thinking and make more work for me, and start doing. heh.
 
Well, you could expand NHTC to cities away from coasts to represent their distribution network, but the corporate building could only be built on coasts. They'd use normal executives that you'd need to put on a transport to cross a sea. I was thinking FHFQ would work the same way. Could expand to any city, but only cities with the resources in range would actually be able to construct the corporate building.
 
Well, you could expand NHTC to cities away from coasts to represent their distribution network, but the corporate building could only be built on coasts. They'd use normal executives that you'd need to put on a transport to cross a sea. I was thinking FHFQ would work the same way. Could expand to any city, but only cities with the resources in range would actually be able to construct the corporate building.

Ah, gotcha. Guess I'll have to look at that vicinity bonus thingie in buildings. Over the next umm.. couple days, I'm gonna use FHFQ as a test bed for these and see. If that works, then it won't be a huge leap into NHTC. Dammit, I need a day or two without work or distractions, to really delve into this.

Can you get me icons of what you think will fit either company?
 
No, I don't think I can really get you icons. I don't have any art skills, and my search-fu is weak.

As for vicinity bonus, I don't see how that's relevant. I was thinking resource in vicinity is required to build the FHFQ corporate building, but the resource bonuses would work as normal. Unless that's what you meant and I misunderstood you.
 
Ah, maybe that's what it is, vicinity resources. Understand that I'm still feeling my way thru all this, I mean, I've only been modding for this game what, almost a whole month now. Learning curve is little steeper than I thought, and timewise, well, that's RL.

No worries about icons... I'm sure I can snag a few somewhere, but gonna be hard finding the right one, heh.
 
Hey, that's one whole month more than I've spent modding Civ4. I took a look at what was all involved and got scared. O_O
 
Ah, maybe that's what it is, vicinity resources. Understand that I'm still feeling my way thru all this, I mean, I've only been modding for this game what, almost a whole month now. Learning curve is little steeper than I thought, and timewise, well, that's RL.

Tell me about it...

Don't worry, though, XML get's easier over time, faster too. ;)
 
Instead of doing the secondary building for the FHFQ, what would you think of going the way of my possible expanded corporations, and having the FHFQ buy up buildings from the domestic animal mod of AND, and upgrading them slightly? Just a quick thought.

It's technically the route of least resistance, so to speak, for me. I'd just have to copy over 4 buildings, change the tag,add in prereqbuildings, include the corp requirement, improve it, and bam! done deal. They already have vicinity tags, and this way would give them more variety.

Reason I suggest this, is I'm not sure if we can do multiple vicinity in the same building. My fear is that we'd end up requiring ALL resources to be around the city before building the FHFQ stables. Of course, I'll test both ways and see.
 
I have tested guilds and they do go obsolete. However, there seems to be two guild execs that can spread a guild. One is specific to the guild and the other is generic and can spread any of that group of guilds. I can't see the need for the generic exec since in RoM you can only build them at the HQ unless you have a civic that allows you to build them anywhere and that civic is not available in the time frame of the Guilds.

Alternatively you could make the Guild civic allow you to build a guild exec anywhere the guild is. Then the generic one may be useful.

I was unable to get Sid's corp to expand to the city with the Fishmonger guild HQ even though that guild was obsolete.
 
Heh, I had a near worry when I saw Dancing Hoskuld's post earlier today, but now, I got no worries, cause it's Afforess' fault :D

I'll have to doublecheck that guild executive. Understand that I copied Vincentz' Guilds exactly into a modular format. I'll check it later tonite. If you're right, and you usually are, DH, then I'll fix that, and possibly upload the corrected version.

*EDIT*

Well, it is my understanding that Vincentz decided on the main unit, to create, and the secondaries, the craft/vic/whatever masters, to expand any of their "specialities" They shouldn't spread a guild that hasn't been founded, though. If you look at each of them, you'll note that they only spread certain guilds, and not others. Hope this clears things up!
 
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