My thoughts overall:
- Increased the max Franchises slightly for all Corporations (30, was 25 - the formula alters this, so this isn't a fixed number).
--Seems reasonable.
- 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.
--Sure.
- 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.
--My only issue here is it takes us one step back towards TR to the culture leader being a key requirement of CV. I don't think it takes us all the way back, but its a step.
- All Corporations now grant 2 free TRs
--I don't mind this as a base, though I think there is room for 1 TR + better bonuses if we want the flexibility.
- 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).
--I'm fine with this. As we have all said, its a pretty low bonus, so throwing a bone to the empire you are exploiting is not terrible.
- Reduced Production cost of Offices to 900 (Was 1100)
--I personally have never had issues with building offices, but I'm not opposed here.
Specifics:
- Trader Sid's:
Caravansary/Market now +3 Gold (was +2)
- Firaxite: Added University +3 Science
- TwoKay: Added Hospital, buff now +3 Food (was +2); Offices reduce all Needs Modifiers in the City by 5%.
--The needs reduction is good, the food buff does absolutely nothing for the balance overall imo.
- Civilized: now +4 GAP (was +2) from Customs House and Bank; Offices grant +3% Golden Age Length Modifier per Office
--While permanent golden ages are more difficult now, I still find them easy enough by this late in the game. I don't think this adds much.
Something I was considering. At this point in the game, where you are getting thousands of science and culture a turn....and a good bit of it comes from GP bombs (writers and scientists)...do these extra yields actually really matter....at all?
Is there actually a situation here where the science bonus shaves a turn off of my science needs, or culture getting me a policy one turn sooner than I would have anyway?
Its just something to consider in general for late game. When your base amounts are so large....it takes a LOT to move the dial.