Corporations

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Chieftain
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Nov 10, 2013
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There are plenty of MODS and add ons to make the game more interesting/realistic, but the one that sticks out to me is Corporations.

We have seen these in past Civ games and I see no reason why it shouldn't be just part of a normal game.

Obvs it wouldn't kick in till the industrial era but anyone with a couple Sugar (Coca Cola), Bananas (Chiquita) or Citrus (Tropicana) could cash in. The nice part could be that if you got shafted on luxury at the start, and got lots of food and strategic resources, you can cash in on happiness once your corporation is born/spreads

With that send, you should be able to Spread yiur business to another civs/city states. For example if u were America and had McDonalds, you could spread it to Japan and Canada real easy, where as France and Ottomans turn it away. Plus perhaps adding some features in the world diplomacy could make that more interesting.
 
I do really like this concept, do you have a link to the mod?
I am very interested to see how things would play out.
 
I do really like this concept, do you have a link to the mod?
I am very interested to see how things would play out.

I can't right now since I am at work and can't paste the link. Search Corporations on steam workshop and click on the one with the world map covered in famous corporations. You also will have to download a mod of resources but read the Corporations mod and you will see!
 
I think it would be an interesting concept to see corporations be the focus of a new expansion, like religion was to G&Ks. It could be made a part of a new victory condition focused on trade and economic dominance through the acquisition of resources and establishing corporations to monopolize global wealth for your civilization.
 
How would it differ from Religion?

Well I'm just brainstorming here but perhaps it could work something like this.
The benefits of spreading religion start to diminish after the renaissance so corporations add new content and options for your civ in the latter half of the game.
You could invest your civs development into corporations aggressively to pursue an economic victory or simply just get some trade and financial bonuses to help your civ toward whatever other victory your pursueing.
Corporations are started by a new Great Person, a Great Entrepreneur
The type of corporation you can build depends on factors such as available luxury resources, resource combinations, technology or otherwise upon your manufacturing capacity. The earlier you start grabbing global resources and get corporations started with allow you to monopolize the global economy much quicker. If you succeed at this essentialy the world becomes dependent on your civs economy as everyones cars, washing machines, TV's etc are all made by your civ.
In a sense it is sort of a cross between domination victory and culture. Where as culture depends on tourism, an economic victory is won by the civ that gains power and influence over the whole world by trade. For a culture victory you build cultural wonders and great works. For the economic victory you win by building and enhancing corporations.
 
Well I'm just brainstorming here but perhaps it could work something like this.
The benefits of spreading religion start to diminish after the renaissance so corporations add new content and options for your civ in the latter half of the game.
You could invest your civs development into corporations aggressively to pursue an economic victory or simply just get some trade and financial bonuses to help your civ toward whatever other victory your pursueing.
Corporations are started by a new Great Person, a Great Entrepreneur
The type of corporation you can build depends on factors such as available luxury resources, resource combinations, technology or otherwise upon your manufacturing capacity. The earlier you start grabbing global resources and get corporations started with allow you to monopolize the global economy much quicker. If you succeed at this essentialy the world becomes dependent on your civs economy as everyones cars, washing machines, TV's etc are all made by your civ.
In a sense it is sort of a cross between domination victory and culture. Where as culture depends on tourism, an economic victory is won by the civ that gains power and influence over the whole world by trade. For a culture victory you build cultural wonders and great works. For the economic victory you win by building and enhancing corporations.

Love the ideas dude, you pretty much hit every point needed for Corporations to work. We Can only hope they throw it in the game sometime in the future. Adding business to the late game just makes sense.
 

But then you're just arbitrarily diminishing religions for the sake of religions 2.0 (Corporations). If it's just going to be religion, but under a different name, then I really don't see the point.
 
There are plenty of MODS and add ons to make the game more interesting/realistic, but the one that sticks out to me is Corporations.

We have seen these in past Civ games and I see no reason why it shouldn't be just part of a normal game.

Obvs it wouldn't kick in till the industrial era but anyone with a couple Sugar (Coca Cola), Bananas (Chiquita) or Citrus (Tropicana) could cash in. The nice part could be that if you got shafted on luxury at the start, and got lots of food and strategic resources, you can cash in on happiness once your corporation is born/spreads

With that send, you should be able to Spread yiur business to another civs/city states. For example if u were America and had McDonalds, you could spread it to Japan and Canada real easy, where as France and Ottomans turn it away. Plus perhaps adding some features in the world diplomacy could make that more interesting.

Can I burn you for being a witch :lol: - but no, I actually couldn't help but see that Corporations could be implemented the same way as Religion was except with minor tweaks, i.e a Monopoly could focus on a single resource you have abundance of (all three typse) and then after a while you form a Mega corporation that gives you bonuses..
 
I like the idea of corporation, but corporation that works like religion sound repetitive and redundant to me. Instead, I would like a totally different game mechanics.

How about we model the resource/trade system after the Chicago Mercantile Exchange? Basically, the civ / city-state gets to put all their resources (food, luxury and strategic) in the future exchange and there is a price system for supply/demand in the world. Once you form a corporation, you need raw materials for your corporation resources and you bid contracts on the Exchange (and the rival civ's Exchange).

The goal of the corporation is to generate X amount of corporate resources based on world demand and spread them to your rival civ and city-state. Once you meet that demand and establish your corporation in all exchanges in the world, you win the game via Corporation/Commerce Victory. Of course, your rival may create a competing corporation that uses the same raw materials, so you have to outbid your rivals for raw material contracts.

-Some ideas for supply&demand (corporate products)

-autocracy ideology civ's cities has a high demand for food (raw materials: fish, cattle, sheep)
-order ideology civ's cities has a high demand for steels (raw materials: iron, aluminum)
-freedom ideology civ's cities has a high demand for clothes (raw materials: dyes, silk)
-city-state cities has a high demand for jeweleries (raw materials: gold, gems)

-demand for construction goods increase for city size smaller than 10 pop (raw materials: marble, stone, iron)
-demand for computers increase after information era (raw materials: bronze, aluminum)
-demand for automobiles increase after modern era (raw materials: iron, oil)

-Also, building certain buildings in city can increase and decrease resources for raw and corporate resources. This is a great addition to the game because civ 5 has a barren amount of buildings in the modern, atomic and information era.
-In addition, having a corporation may complement other facets of the game. Satisfying a certain Autocracy demand boosts tourism for that civ. Also, automobiles yields 5% production efficiency for the owner of corporation. Computer corporation owner gets a 5% bonus research in all cities.
 
But then you're just arbitrarily diminishing religions for the sake of religions 2.0 (Corporations). If it's just going to be religion, but under a different name, then I really don't see the point.
This is an old discussion, but I don't agree with this objection. Thing is that Religion and Coorporations would work in different eras of the game, so even if there was an overlap between the game mechanisms of these, I don't think that would be a problem because religion is already intended to lose importance around renaissance time. Game needs stuff to do in later eras once expansion and most empire management is done, and while archeology was a huge step in the right direction with regards to this, I personally see plenty of room for more, particularly something that involves inter-civ relations in a none-war manner.

Developers specifically stated that religion was supposed to lose importance around mid-game, but I actually think you can validly question whether that is actually the case. Certainly, spread of religion takes a dramatic drop at start of Industrial era, but beliefs like Tithe and Ceremonial Burial can be the cornerstone of your empire right up to Information era. That is not necessarily a bad thing, but it does seem contrary to said intentions from developers. Personally, I would like to see a more active decline of religion in late game, possibly linked to some Rationalism/atheism game feature with possible ties to a revamped Science Victory, but that's an entire subject of its own. However, I bring this up, because imagining such things would inevitably have ties to a feature like Coorporations which could fill the gap left by Religion. Having a shift from Religion to Coorporations could also have a balancing aspect between civs being founders and civs not being founders of religions, particularly if one ensures that there isn't a strong correlation between the two features (i.e. not founding a religion shouldn't make it very difficult for you to found a Coorporation).

As for the Coorporation feature itself and what it could add to the game, I see several possible prospects:
  • Things to do in late game - may sound trivial, but it IS an issue with the game!
  • Work as a patch on a poor resource system (most notably bonus resources, the implementation of which is at best half-hearted)
  • Through above encourage expansion to claim more land and resources, thus making wide more viable than is currently the case, helping with recent favoring of tall strategies
  • Work as a way to introduce late-game happiness through new resources in the game, which would again make later-game expansion more viable

How would one achieve this? A central feature of the Coorporations feature as I envision it should be the ability to put your different resources to work in factories and other production buildings to create new products which you can keep for yourself for local happiness or trade to other civs for economical or cultural dominance. Think of how, when we influence someone culturally, we get their message that they are now "listening to our pop music and buying our Blue Jeans". The Pop Music part is already in the game from GWoMusic and Great Musicians going on concert tours, but what are these Blue Jeans? Why not make this something we can produce in our factory, but allocating Cotton and Dyes into production slots similar to how we manage our Great Artworks in our cultural buildings?

I don't see Corporations having to work exactly as in CIV. I think we could do without the race for establishing in order to not make it too congruent with Religion. Each civ could have their own national corporation which you could have chapters open in other civs (could work on a national or city basis). You would then have to diversify and multiply the number of items you produce in your factories in order to supply your shops around the world with items - for instance if you produce said Blue Jeans as one of your products, the number of units you can produce are limited by the amount of Cotton and Dyes you have access to, which put a cap on the number of chapters you can supply with this particular good. Suddenly there will be a very tight race for resources, and claiming land and alliance with City States may become much more vital.

A Coorporations feature would naturally tie up with other game features like policies (Commerce (duh!)), Ideologies (do we allow a free market or only our own local products?), Culture (the more of your goods you export to foreign lands, the more cultural influence you will get) and obviously economy. It would add a whole new level to the idea of an industrial revolution, where technologies like fertilizers would get a crucial role in not only the amount of food you can supply, but also the amount of resources you get from a resource tile. One could add a competitive element by adding the ability to monopolize certain products so that others aren't able to produce and sell them, and one could add the ability to customize your Coorporation by selecting a specific strategic brand to add a profile to your business (are we favoring ecology? Are we banning child labor, which may reduce our profit but make us more popular with freedom loving civs?). I see only the imagination putting limits to how this could interact with the rest of the game!
 
I like your ideas kaspergm

I don't agree that corporations is just a part 2 religion. some of the mechanics might function in a similar manner, others may not. Corporations are for the latter half of the game and are intended to add further immersion and options for customizing your civ. Religion improve on early expansion and the beliefs often benefit early buildings. That still leaves a quite a large amount of content. the main thing is as long as new content is fun and makes it more replayable and keeps people wanting to finish a game rather than retiring in the renaissance.

I agree that Corporations should definitely put a bit more importance on resources and getting special combinations of resources, e.g. citrus and sugar for fast food. Right now all you need is a handful of luxuries, a bit of coal and oil and you're pretty well set to go. The current resource system also discourages playing wide.
We should see resources such as 'rare earth metals'. Apparently China is the worlds main supplier of a lot of these so that already creates a level of tension as the global demand for consumer electronics grows.

Also many of the late game buildings are pretty lackluster and boring. Corporations should take to enhancing the effects of many late game buildings as well as possibly providing some new situational buildings.
Banks and Stock Exchanges are 2 examples. They help with gold income but they don't feel that essential or special. Could you imagine a modern economy without banks and stock exchanges. It would be nice to see these buildings have a more crucial part of your economy - maybe helping to finance corporations. After all almost all corporations begin on banking loans or trading stocks.
There should be banking corporations that add specialist slots to your banks and improve their yield (so you can build the banking capital of the world, think London or New York). New specialised wonders should help here

Factories/workshops (definitely for any manufacturing corporations). Manufacturing Corporations should increase the number of specialist slots and the productivity value for each specialist.

Broadcast Towers, stadiums (used for global media and entertainment corporations). New guild for filmmakers?
Hospital, Research lab and Medical lab (pharmaceuticals provide various boosts to your civs health, wealth and productivity)
Airports (national airline carrier)

Some ideology policies should also be tweaked to have some cost/benefit trade off.
Universal Health care for instance should provide a significant boost to happiness and growth but it should come at a very expensive price. For example Hospitals provide +1 happiness and +2 food but cost 4 gold/turn for every 5 citizens in a city. Few countries in the world have accomplished such a policy because it does come at a significant cost to an economy, and only the wealthiest countries can afford it. This policy would also open up opportunities for pharmaceuticals to boom. After all, someone is making money on those medical bills :)
 
I wish they would add in various manufactured goods. You can perhaps aruge gamisticaly that there are enough resources but currently a gigantic part of the history of mankind is missing from the game. Namely the rise of manufacturing and the industrialization and specialization of economies. The game starts to get a bit dull-ish towards the modern era. BNW managed to add more engaging content to the late game but I feel that the late game could do with more content.

Corporations should be about making money and boosting resources and industries. Religion could be less about hammers to fishing boats and more about abstract things.
 
Corporations would be established by a corporation unit you build and plant in another civ's city or city state. Much like a religious unit only the corporation unit could enter any city.

How about tying corporations into being able to build buildings in the cities of other civs or/and city states? These buildings will allow your civ to have that civ's city or city state build military and non-military units or build other buildings to enhance your corporation or to enhance your civ. What your corporation builds would not usurp what the civ/city state is building but what establishing the corporation would do is essentially create a build queue that you can use.

For example. If you have a trade route with a civ corporations should allow you to build a building in that civ's city you have that trade route with to enhance how much gold you make from that specific route.

Buildings your corporation build could possibly be enhanced by the buildings the civ/city state have already built themselves.

Your corporation could compete for working hexes that are not being utilized by that city itself which would in turn be used by your corporation for manufacturing whatever it is that is being built in your corporation build queue.

To add workers to your corporation you could build immigrants. They would add to the population of the city also.

Any food farmed could go to the city your corporation is in. There should be other incentives for a civ to allow a corporation to be built in its city as well. Probably something monetary for each hex that is worked by a corporation.

I have been thinking about corporations a bit, but I would like for it to add another dynamic and not just be an addition of a feature already present.
 
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