[NFP] Monopolies and Corporations Game Mode Discussion Thread

Trading a product for a product seems worth it.
Well that's true.
A product from a type of corporation that you don't have would make it worthwhile.

I'll give all my mercury energy drinks to Pedro and Qin. :mischief:
 
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You also have to use a Great Merchant to turn an Industry into a Corporation before you can start producing a product.

I must have missed the part about possibly selling your products to other civilizations.

If that's the case I hope it works like rock bands somehow where you get a boost towards tourism from that civilizations citizens. Otherwise I don't see the point.

True I forgot to include the fact that you need a Great Merchant to start a corporation. Let's assume my mistake was because I never precised that I'll list everything that will happen so I'm still technically correct^^

For the "selling products to other civilizations" I thought more like selling Great Works of Art, exchanging them through diplomacy... If you can produce more than 1 product of each luxury, then you exchange some of them. Just like, for now, you exchange duplicates of Luxury Resources against others, you'll be able to exchange products
 
(Copied from the January 2021 Developer Livestream Thread)

For those of you who are more visual, here is a chart summarizing the resource bonuses:

m4iA68r.png


Let me know if there are any inaccuracies.

Edit: Do Spices grant +15% Science or +20% Culture?
 
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(Copied from the January 2021 Developer Livestream Thread)

For those of you who are more visual, here is a chart summarizing the resource bonuses:

j97zv4ei0yd61.png


Let me know if there are any inaccuracies.

Edit: There is a grammatical error in there. Please ignore.
The wine icon should have wine underneath it instead of tobacco. :)
 
(Copied from the January 2021 Developer Livestream Thread)

For those of you who are more visual, here is a chart summarizing the resource bonuses:

j97zv4ei0yd61.png


Let me know if there are any inaccuracies.

Edit: There is a grammatical error in there. Please ignore.

There appears to be a bit of information that is not consistent in the game. Civilopedia shows Spices granting +15% Science but if you see the time stamp on 12:04 of the Developer Livestream it shows it actually granting +20% Culture. :hmm:

The wine icon should have wine underneath it instead of tobacco. :)

Derp... Thanks. Will fix :)
 
Do you think that they could use the corporations mode as a way to give railroads a bit more love?

Yeah, that would have been cool. Part of me kind of wishes that maybe the corporation would have been more like built on the trader infrastructure rather than great work. So every product would give you a trader that gives a bonus to the target city, that can't be relocated, but maybe that builds railroads as it moves? Although maybe that wouldn't have worked as well in other aspects.

Otherwise, one of the last points I'm curious about is stacking. So, say I have Diamonds and Jade, can I put a product of each in my cities to get +50% gold, or does it cap at +25%? I guess I can still get a bonus from the corporation itself, and if they both become monopolies, then potentially get some bonuses there, but otherwise is there any reason to try for a corporation on both?
 
Yeah, that would have been cool. Part of me kind of wishes that maybe the corporation would have been more like built on the trader infrastructure rather than great work. So every product would give you a trader that gives a bonus to the target city, that can't be relocated, but maybe that builds railroads as it moves? Although maybe that wouldn't have worked as well in other aspects.

Otherwise, one of the last points I'm curious about is stacking. So, say I have Diamonds and Jade, can I put a product of each in my cities to get +50% gold, or does it cap at +25%? I guess I can still get a bonus from the corporation itself, and if they both become monopolies, then potentially get some bonuses there, but otherwise is there any reason to try for a corporation on both?
I'm pretty sure the one industry per city rule would at least keep 2 corporations from being created in a single city, so we shouldn't have to worry about that. We know that corporations by default double the industry bonus, so a city with a diamond corporation would by default have a +50% gold bonus.
I'm not too sure about how products work exactly, but for now I'm assuming that they will stack with the existing industry/corporation bonuses.
 
I'm pretty sure the one industry per city rule would at least keep 2 corporations from being created in a single city, so we shouldn't have to worry about that. We know that corporations by default double the industry bonus, so a city with a diamond corporation would by default have a +50% gold bonus.
I'm not too sure about how products work exactly, but for now I'm assuming that they will stack with the existing industry/corporation bonuses.

Yeah, basically, if I have a diamond Industry in City X (+25% bonus), if I moved a Jade Product (from my Jade Corporation in City Y) there, would City X now be at +50%? Or if I have both X and Y with corporations, and both create a product to ship to City Z, is City Z at +25% or +50%? I'm assuming if they happened to be in different buckets, you would get both - so if I have both an Incense Product and a Diamonds Product, then I get +25% to both faith and gold, but not sure what happens if both are the same category of product?
 
Yeah, basically, if I have a diamond Industry in City X (+25% bonus), if I moved a Jade Product (from my Jade Corporation in City Y) there, would City X now be at +50%? Or if I have both X and Y with corporations, and both create a product to ship to City Z, is City Z at +25% or +50%? I'm assuming if they happened to be in different buckets, you would get both - so if I have both an Incense Product and a Diamonds Product, then I get +25% to both faith and gold, but not sure what happens if both are the same category of product?
Upgrade the Industry into a Corporation, and you'll get +75% Gold.
 
Sorry if I missed this somewhere, but do we know what happens if you create a product without having a building (stock exchange or seaport) to house it in? Presumably you could put one in the palace slot, but what if I wanted to make extras to trade away to other Civs?
 
Sorry if I missed this somewhere, but do we know what happens if you create a product without having a building (stock exchange or seaport) to house it in? Presumably you could put one in the palace slot, but what if I wanted to make extras to trade away to other Civs?

I'm guessing if you don't have a slot you can't run the project.
 
BTW if any of you have resources modes... I think it is high time to unsubscribe till modders update their works. Sad I know. :(
 
Just watched the livestream. Here are my observations / thoughts:

1. The create good project has a cost of 500 on standard speed that DOES NOT SCALE with tech (like district projects) or number of projects completed (like hero projects)

2. Monopolies can grant huge (+150% in this game) modifiers to tourism, but goods themselves produce piddly amounts of tourism (1).

3. The bonuses monopolies give to gold production are underwhelming. On a standard map with 7 other civs, you can get a maximum of 60gpt from a monopoly and it will likely be less.

4. Outside of culture victory, it doesn't seem worth it to actively pursue a monopoly. That being said, you'll likely be able to get a couple naturally with little to no opportunity cost.

5. This should help encourage specialization of cities which is IMO a good thing. Percentage modifiers already push you in this direction, but having a city do nothing but pump out create good projects post economics seems viable.

6. Seriously, how broken is Kilwa. Imagine having a tea corporation with tea products in every single city. Even in a small 10 city empire, this would cost you 4500 production in addition to setting up the corporation and stock exchanges / seaports. So long as there are two scientific city states in the game, Kilwa gives you the exact same bonus (and likely more) for a measly 710 production.
 
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They already give the bonus to military naval units, since they include any military units.
I might be going crazy here, but what civilian naval units are you referring to?
i mean technically great admirals are naval civilian units, but they arent created using a city's production.

anyways yeah Whales and Citrus seem like much better fits for military production bonuses now considering that naval units will prolly count
 
(Copied from the January 2021 Developer Livestream Thread)

For those of you who are more visual, here is a chart summarizing the resource bonuses:

m4iA68r.png


Let me know if there are any inaccuracies.

Edit: Do Spices grant +15% Science or +20% Culture?

I added some more details about Monopolies and a little more on Industry and Corporations.

umguouy.png


The Product yields are what I reckon they will be. Product yields for Coffee and Tea were revealed during the Developer Update and Developer Livestream videos, respectively. Please let me know if you have any detailed information on the Tourism mechanics for Monopolies. Thanks!
 
Finished watching the livestream. A few thoughts.

Industry, Corporations and Monopolies isn’t a Game Mode. ICM really doesn’t feel like a Game Mode at all. Instead, it feels very much like a base game mechanic implemented as a Game Mode. I’m totally ok with that.

Future Content. I think anyone wondering whether FXS won’t release more content because the game is already “complete” or “feels bloated” should take note - with ICM, it’s clear FXS can indeed add more actual “core” game content via season passes and Game Modes if they want to. The ICM approach would work very well for things like Ideology or whatever - the only thing is whether FXS would want to use things like loyalty, governors or the world congress that would mean you’d need not just the vanilla base game but also RnF or GS. But FXS did that with Apocalypse Mode and Gathering Storm, so I really don’t think that’s an issue.

ICM looks pretty dang good. As a mechanic, yeah, it looks very cool and thought out. I really like the use of +% bonuses. FXS have held off handing those out generally. I think this mechanic is a good place to use them. Really interested to see what this looks like stacked with Colonial Cities. It’s a pity the mechanic doesn’t work with Strategic Resources. But still pretty cool and I love it gives Stock Exchanges, Sea Ports and GMs more to do.

Downsides. I think ICM suffers from the same problem as Secret Societies - no downsides. Corporations don’t even have any maintenance cost. I really think that’s a bit of a pity. Oh well.
 
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