[NFP] Monopolies and Corporations Game Mode Discussion Thread

So I played a game with this mode and managed to figure out the tourism bonus formula.

If you haven't built an Industry or Corporation improvement
- 1% global tourism for each improvement * number of players which don't own the resource
After you build the Industry or Corporation it gets tripled
- 3% global tourism for each improvement * number of players which don't own the resource

Examples:
  • player has a 2 resource monopoly (2/2 or 2/3) in a 4 player game:
    • 1% * 2r * 3p = 6% (no Industry or Corporation, single controlling player)
    • 3% * 2r * 3p = 18% (Industry or Corporation built, single controlling player)
    • 3% * 2r * 2p = 12% (Industry or Corporation built, one other controlling player)
  • player has a 3 resource monopoly (3/3 or 3/4 or 3/5) in a 10 player game:
    • 1% * 3r * 9p = 27% (no Industry or Corporation, single controlling player)
    • 3% * 3r * 9p = 81% (Industry or Corporation built, single controlling player)
    • 3% * 3r * 7p = 63% (Industry or Corporation built, two other controlling players)
  • player has a 6 resource monopoly (6/6 or 6/7 or 6/8 or 6/9) in a 12 player game:
    • 1% * 6r * 11p = 66% (no Industry or Corporation, single controlling player)
    • 3% * 6r * 11p = 198% (Industry or Corporation built, single controlling player)
    • 3% * 6r * 8p = 144% (Industry or Corporation built, three other controlling players)

It's better than what it used to be, but still too powerful.

Should change the tourism modifier from 1%(base) / 3%(improved) to 1% / 2%.
Or just remove the multiplier for number of players, since it does not make sense. In a 2 player game the modifier is much smaller than a 12 player game, even though each resource is still tied to a continent.
Or even better, each monopoly to get 5% flat + 1% * number of improved resources. Players that own the resource do not get the modifier.
 
Playing another game as the Mapuchi on Emperor, with opponents from the Americas, plus Australia. I got Maui early and he is just bonkers with corporations. Send him to a desert or jungle and just let him do his thing.
 
So could some kind soul point me to the information that tells me how to make products in my Stock Exchanges, etc.? I've yet to figure this out!
you make products in cities that have corporations, which you make by using up a great merchant to upgrade an industry when you have either 1) 3 improved copies of that resource, or 2) every copy of that resource, if there's less in the world than 3.
You have to have open product slots somewhere in your empire to make those products, but they don't have to be in the same city. The option to make a product is way down at the bottom of the list of things a city can produce, and must be made using production (can't be bought).
 
...The option to make a product is way down at the bottom of the list of things a city can produce, and must be made using production (can't be bought).
Just to clarify this point, it's under the "City Projects" tab, where you repair defences, build nukes, run the Space Race projects and the various District based projects for get GPS etc.
 
Unfortunately, I'm still not able to use these products, because every time when I produce them, the Great Works Tab (where you can find your products) goes broken. How has this not been fixed yet?
 
Unfortunately, I'm still not able to use these products, because every time when I produce them, the Great Works Tab (where you can find your products) goes broken. How has this not been fixed yet?

It works for most people I believe. Do you maybe have a mod active that either has not updated or needs updating to accommodate them?
 
It works fine for me too
 
I think that flaw is related to DB caching transition steps.
The structural components are being exposed to SaveGame parameters when they shouldn't in some cases -- so the debug flow gets stalled while the Save file(s) try to recognize what should go where and why.

For me .. eventually a few of my oldish saves started to process the required Data properly once SQL had gently picked up the buggy slack. Weird.
 
It's immensely frustrating that not a one of the NFP game modes is remotely balanced, or in the case of Monopolies & Corporations even working properly.

Secret Societies is not too bad, now that Ley lines were buffed and cultists nerfed. The major issue is not knowing where the ley lines are in advance, and ley lines not having a base yield. If they changed that, swapped the tier 2 and 3 promotions around, and made Vampire castles dynamically update yields, then we would have a much better mode.
 
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Well it turns out I still don't understand how to do this. I have a corporation. I have a great merchant. I've gone and plopped the great merchant on top of the corporation. Must I have a Stock Exchange before this becomes an option?
 
You need two of a lux to make an industry. You need three to make a corp. The industry can be torn down and moved. The corp must be built on the industry and cannot be removed or pillaged.

If you cannot build a corp odds are a - you dont have a third instance or b - your not on the industry but another instance of the lux. In theory I believe corps are limited to one globally, but I've never seen the AI make one.
 
Well it turns out I still don't understand how to do this. I have a corporation. I have a great merchant. I've gone and plopped the great merchant on top of the corporation. Must I have a Stock Exchange before this becomes an option?
The building of the product does require a stock exchange where you can store it. This is a city project and having a great merchant on your corporation adds nothing to the corp. Once built, you can then transfer the product to any other city that has a stock exchange.
 
There must be a slot to make the product. It doesnt have to be in the city with the corp, but there must be a slot somewhere.
 
So I played a game with this mode and managed to figure out the tourism bonus formula.



Should change the tourism modifier from 1%(base) / 3%(improved) to 1% / 2%.
Or just remove the multiplier for number of players, since it does not make sense. In a 2 player game the modifier is much smaller than a 12 player game, even though each resource is still tied to a continent.
Or even better, each monopoly to get 5% flat + 1% * number of improved resources. Players that own the resource do not get the modifier.

It's bizarrely passive - I.e. you don't need to do much besides build the industry/corporation - you don't even need to do that. I'd agree remove the per player modifier. I'd honestly remove the tourism bonus entirely unless they have an industry or corporation.

Maybe 1% for industry/3% for corporation * (number of resources you have - number of resources other players have) (i.e you only have 6 out of 9, you get the just a x3). Plus an additional 1% per product you've made based on that resource.
 
Love this mode, and recently found out I love vampire castles as well. Had a castle nestled between two industries...too bad they never reached the corporation improvement as I ditched that game because of the Culture Industry policy card bug. Yield porn is very, very titillating for me.
 
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