Going for Gold: Corporations

Are Corporations in a good state of balance?

  • Yes

    Votes: 6 27.3%
  • No

    Votes: 16 72.7%

  • Total voters
    22
I missed the beginning of the discussion, but i'd say that Corporations become available quite late, but what is even more important - Franchises take another 20-30 turns to start working.

Maybe Franchises should open when Trade Route is started, not finished?
 
I missed the beginning of the discussion, but i'd say that Corporations become available quite late, but what is even more important - Franchises take another 20-30 turns to start working.

Maybe Franchises should open when Trade Route is started, not finished?

Abusable.


Anyways this discussion is going in a hundred directions. Let’s focus on one topic at a time.
 
I agree, Corporation mechanics don't need an overhaul, and we shouldn't be looking to change how they work.

I agree with Stalker and G that minor tweaks, alterations on numbers, and shifting the buildingclassYields bonuses around a bit is all that's needed. New code is NOT necessary to get this to a polished state; there is already tons of unique code that has gone into the corporations already
  • redistributing free TRs from some of the OP/UP corporations.
  • Shifting buildingclassYields on some buildings that are too fringe or consume strategics
  • pushing Civilized jewelers wider, focusing more on its existing :c5goldenage:GA focus, and less on its :c5greatperson:GPP focus.
  • Giving 2Kay a secondary focus of some sort. It's weak right now, but focusing entirely on more food will cause more problems than it solves.
That's what I'm seeing here.

@CppMaster suggested that TwoKay could also contribute to :c5unhappy:Needs reduction. That's something that no other corporation does, and fits with TwoKay's groceries theme.
 
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redistributing free TRs from some of the OP/UP corporations.
Shifting buildingclassYields on some buildings that are too fringe or consume strategics
Fully agree.
pushing Civilized jewelers wider, focusing more on its existing :c5goldenage:GA focus, and less on its :c5greatperson:GPP focus.
We could consider taking faith into this corporation. A wider empire would benefit more from faith than a tall one to buy GP with faith. And its not represented yet.
Something like +2:c5faith:/:c5goldenage: per franchise would greatly push the ability of wide empires to buy GP and start Golden ages, while a trade route modificator of +15% GP generation per trade route would help tall empires to generate more GP in their capital.
Giving 2Kay a secondary focus of some sort. It's weak right now, but focusing entirely on more food will cause more problems than it solves.
I could imagine some sort of need reductions to handle big populations, maybe a global one on the headquarter or one based on the franchise with -1% need reduction for every franchise.
Also some sort of nearby effect of the office like +X yields from every X population.
 
I would prefer to stay away from faith, personally. Civilized already has a split focus; no good reason to split it 3 ways

A faith corporation is also a terrific opportunity for a unique corporation for a custom civ (*cough* @HungryForFood *cough* Meiji *cough*).
 
Do we want to bring Giorgio down, or the other corps up? It's by far the best corporation, and it losing one trade route won't change that.
 
I too hope we'll bring other Corporations up and not nerf Giorgio.

One option I'd consider is have the weaker Corporations' Offices grant strategic resources, similar to the Polish Dukal Stable granting 1 Horses. That would be a simple way to buff certain Corporations and make them immediately more useful.
 
One option I'd consider is have the weaker Corporations' Offices grant strategic resources, similar to the Polish Dukal Stable granting 1 Horses. That would be a simple way to buff certain Corporations and make them immediately more useful.
Hexxon already does that though; I would think we would want to keep that unique to the strategic monopoly corporation, no?
 
I would prefer to stay away from faith, personally. Civilized already has a split focus; no good reason to split it 3 ways

A faith corporation is also a terrific opportunity for a unique corporation for a custom civ (*cough* @HungryForFood *cough* Meiji *cough*).
How is it split 3 ways? The cost for missionaries and inquisitors is already extremely high. Starting a religious war in modern would be a waste of faith. I don't think someone would consider going for conversion so late in the game. The only useful usage of this faith is for GP. The faith component works on wide empires, cause... more cities, more faith to buy more GP. While tall empires profit more from a trade route modifier focusing in their capital. So its literally both concentrating on GP generation. The second part of it is the GAP, which is good for both. I would really consider building such a corporation.
 
Giorgio is comparable to the Statue of Liberty, I'd say the other corporations should move towards that level of power.

Also, do people build offices in their cities? I think its very rarely worth the hammers. Its one of those things where it will be extremely strong like 50 turns from now when you get some franchises in foreign cities from trade routes, but I find this strategy is so incredibly undependable and takes too long.
 
Two things I just noticed in game while glancing over TwoKay Foods. It states that trade routes reveal fog of war, but when you're normally getting your corp 300+ turns in on a standard game, how is this any kind of benefit? This is useless and needs to be replaced with something more impactful.

There is also a 10% food yield bonus on external trade routes, except you don't get food from an ETR... It needs to be switched to internal routes.
 
Two things I just noticed in game while glancing over TwoKay Foods. It states that trade routes reveal fog of war, but when you're normally getting your corp 300+ turns in on a standard game, how is this any kind of benefit? This is useless and needs to be replaced with something more impactful.

There is also a 10% food yield bonus on external trade routes, except you don't get food from an ETR... It needs to be switched to internal routes.

It gives it from external routes. The bonus is not a 10% bonus on top of whatever you are getting, it’s 10% at the city level.

G
 
Most offices give +10% X yield in city if they have a TR to a destination city that already has a franchise. So you generally have to choose between getting +10% now or increasing your per franchise bonus

As an aside, is it weird that #franchises in a foreign empire doesn’t affect :tourism: tourism at all?
 
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Alright, so I've spend the evening mucking about with Corporations. I like what I've got so far:

Code:
Global changes to all Corporations:
- Increased the max Franchises slightly for all Corporations (30, was 25 - the formula alters this, so this isn't a fixed number).
- Every Corporation has a 10% chance each turn to randomly spread to a valid nearby foreign city. This does not replace the TR functionality; it simply accelerates the spread of franchises after founding. This number can be adjusted on corporation by corporation basis.
- All Corporations increase the Tourism modifier with a foreign civ by 2%x the # of your franchises in their empire. This value can be adjusted on a corporation by corporation basis.
- All Corporations now grant 2 free TRs
- Corporation resource tile yield bonus now given to Franchises (was formerly for Offices/HQs). So now foreign cities with resources benefitted by your Corporation now get the buff, instead of owned cities (easy way to buff Franchises and make them beneficial).
- Reduced Production cost of Offices to 900 (Was 1100)

Specifics:

- Trader Sid's:
    Caravansary/Market now +3 Gold (was +2)

- Firaxite: Added University +3 Science

- LandSea: no specific changes

- Giorgio: now grants Specialist bonus to GWAM only, but bumped to +2 Culture per Specialist

Hexxon: added Wind Plant +3 Production

 - TwoKay: Added Hospital, buff now +3 Food (was +2); Offices reduce all Needs Modifiers in the City by 5%.

- Civilized: now +4 GAP (was +2) from Customs House and Bank; Offices grant +3% Golden Age Length Modifier per Office


Policies:
      Transnationalism now bumps random spread chance up to 25%, from 10% (Was formerly the ability that unlocked random chance). Also buffs all Corporation Offices by +2 Culture
      Nationalization: +2 Science from all Corp Offices
      Syndicalism: +2 Production from all Corp Offices. Also, this synergizes with tourism change above, as the bonus effectively doubles your tourism % per franchise once you're 'popular' with the civ (making it easier to get to influential!)


G
 
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Looks cool. Moving the yields to franchise offices should make the order players very happy. Making the TRs the same for all is the best call; much easier to talk about balance this way. And I’m happy to see tourism make an appearance. Makes sense, now that the other modifiers have been reduced.

The Giorgio nerf might have gone too far... that tops out at only 36:c5culture: on empire unless you’re celts. Pretty harsh

Sort of unrelated, but can Rome capture corporate offices? Can Rome build a corporate office in a city that already has an office from a different Corp?

Should Corp offices be put into an exclusive building group (a la well/water mill) to prevent this?
 
Looks cool. Moving the yields to franchise offices should make the order players very happy. Making the TRs the same for all is the best call; much easier to talk about balance this way. And I’m happy to see tourism make an appearance. Makes sense, now that the other modifiers have been reduced.

Sort of unrelated, but can Rome capture corporate offices? Can Rome build a corporate office in a city that already has an office from a different Corp?

Should Corp offices be put into an exclusive building group (a la well/water mill) to prevent this?

Corporations are always destroyed if the HQ city is captured. Them's the breaks.

Yeah, I saw your tourism post while I was compiling my changelog. Great minds?
 
So if Rome just captured a city with an office, but not the HQ city, Augustus could use that corporate office then, right?
 
- Corporation resource tile yield bonus now given to Franchises (was formerly for Offices/HQs). So now foreign cities with resources benefitted by your Corporation now get the buff, instead of owned cities (easy way to buff Franchises and make them beneficial).

- TwoKay: Added Hospital, buff now +3 Food (was +2); Offices reduce all Needs Modifiers in the City by 5%.
  1. Am I misunderstanding why this is beneficial for the corp owner? If I have a tea monopoly and choose TwoKay, why would I want to buff my neighbor's citrus with +1 food, and not my own tea?
  2. City that founds HQ will receive a free hospital?
 
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