Afforess
The White Wizard
Thanks. I've been mulling over the idea of making corporations and guilds autonomous from the player, and spreading like religions, to reduce Micromanagement. Feel free to tell my why this is a terrible idea. 

Thanks. I've been mulling over the idea of making corporations and guilds autonomous from the player, and spreading like religions, to reduce Micromanagement. Feel free to tell my why this is a terrible idea.![]()
Thanks. I've been mulling over the idea of making corporations and guilds autonomous from the player, and spreading like religions, to reduce Micromanagement. Feel free to tell my why this is a terrible idea.![]()
Maybe they have a civic that disables foreign corps.Question: why I can't spread my corporation in other nation cities? When my executives go there it says "Cannot expand Sid's Sushi Co within nationX borders".
(I have realistic corporation disabled)
Its Realistic because you can't control them.So, what's realistic Corporations? Is it realistic, that they cannot be founded?![]()
?But who/what incorporates them?
If I get this right... with Realistic Coorporations turned on I'll never be able to found a guild/coorporation on my own, and no way to change that after game start?
edit:
I have all tech requirements, the "Guilds" civic, plenty of resources, rather big cities and the "Guild Hall" building in each of them. But after about 50+ turns still no Guild has been formed on its own.
Hi, thanks for the answer. These are my current settings:
Options:
Realistic Corporations ON
Guilds ON
Corporations ON
Techs:
...
Machinery
Guilds
Civics:
Guilds
Also in the BUG Mod Options under "A New Dawn" I tried 'No Auto Corporation Founding' both checked and unchecked with no difference. I can't neither create for example the Craftsmen Guild nor does any other guild show up in my (rumbling) empire for about 100 turns now since Guilds became civic. What am I missing?