Please try setting these buildings to be automatically destroyed upon conquest.
I'm pretty sure this wouldn't work; I think destroying the building that founds the corporation won't remove the corporation from the city.
The building itself does almost nothing once it is created; the income comes from the *corporation*.
The point is as much to prevent a conqueror from having two cities with spice corporation (and so doubling their spice income) as it is to allow the victim to move their spice corporation elsewhere.
So the question is not just can the building be destroyed and rebuilt elsewhere, but can the corporation (eg Atreides Spice Firm) be refounded (or just respread? do we need the corporation hq?) in another city.
Another alternative implementation would be to try to tie the corporations into the palace, rather than a separate building.
This still doesn't make any sense to me.
The design goal for these buildings is:
a) Production benefit only for followers of the Technocracy religion. Cause unhappiness.
b) Synergy with Thinking Machines UR (but not necessarily absolute requirement for thinknig machnie UR)
c) Synergy with Ixian civ.
The way that this is achieved in my design is:
i) Buildings require technocracy religion. These are like the technocracy religion temple/cathedral. They cause unhappiness in their city.
ii) Buildings give extra bonus yields with power, which can only be achieved through the thinknig machine resource
iii) Ixian factions get a unique building replacement for these structures, which has less unhappiness.
So for example, we have:
Automated Factory.
Requires technocracy religion present in the city.
Gives +2 unhappy in this city (+3 maybe?) in that city.
+25% hammers
Extra +25% hammers with power.
And power comes only from:
Thinking machine factory.
Causes +2 unhappy in this city.
Provides power with Thinking Machine resource.
And we have an Ixian replacement UB:
Ixian Automated Factory
Requires Technocracy religion.
+1 unhappy (or no unhappy).
+25% hammers, +25% hammers with power.
Ixian Thinking Machine Factory
Requires tecnnocracy religion.
+1 unhappy (or +0 unhappy)
Provides power with thinknig machine resource.
In your current implementation, the Technocracy religion is useless, because *anyone* can build the structures. And the structures really aren't worth building, because of the massive continent-wise unhappiness they could cause (+25% hammers in a single city just isn't worth potentially +10 unhappy or more across a continent).
The Technocracy religion is supposed to represent the idea of skirting the strictures of the Butlerian Jihad. Being able to build these structures without the religion makes no sense to me.
I still wonder whether the late game religions - Qizarate and Technocracy - are *too* late. I haven't really had a chance to test this out thought.
I don't think so, though they could need tweaking.
Quizarate can spread very rapidly if you choose to adopt it, because of how it wipes other religions. I'm not sure if its adopted enough by the AI: maybe when the religion is founded, it should also start with a couple of free missionaries.
Academies is also not that late a tech.
Technocracy is suppsoed to be very hard to spread, but the buildings it provides are potentially very powerful, so there is significant gain from spreading it.
I often observe the founder of technocracy adopting it, and similarly the founder of Quizarate.