[NFP] Monopolies and Corporations Game Mode Discussion Thread

Maybe I'm alone but I'd rather have them work on the product than commenting heavily on many questionable remarks occurring here or elsewhere.
to be completely fair the remarks repeatedly raised regarding monopoly tourism in this thread are not questionable. And while can only speculate it would seem that the monopoly tourism is an oversight reflective of insufficient work on the product (team stretched too thin, bad priorities - who knows)
 
(team stretched too thin, bad priorities - who knows)

Attempting a monthly release schedule during a pandemic is like every possible bad decision rolled into one. It still baffles me that they haven't altered the release schedule at all. It seems like half of the recent patch notes are bug fixes. Utterly bizarre choice.
 
Attempting a monthly release schedule during a pandemic is like every possible bad decision rolled into one. It still baffles me that they haven't altered the release schedule at all. It seems like half of the recent patch notes are bug fixes. Utterly bizarre choice.

FXS can only loose. Just imagine the cryout if they would have altered the release schedule. "they don't keep their promises. I want my money back..." I agree that due to the circumstances a change of schedule might have been advantageous, but nowadays, patience died and a Shitstorm waits around every corner.
A better way from the companies point of view is to keep the schedule and wipe out the mistakes in the aftermath. I'm not pleased either, mind you. I actually stopped playing the game at all (huge maps and epic takes its time) since I can't manage to finish a game within the current update cycle and encountered unplayability several times...
 
If I have minimal great works, but a strong culture output and two monopolies, how many national parks would be required to win a culture victory on immortal difficulty?
 
Sorry, don't have the time to read through the whole thread atm, but has anyone noted how since this last update trading in general is broken?
You ask the AI for X and Y, and rather than negotiate you down like they were doing 80% of the time, they simply say they won't make the trade. And without the little red "x" indicating that there is an item that they won't trade under any circumstances.
 
As I understand it, and correct me if I am wrong, this mode rather changes the dynamic around amenities. It used to be that if you had, say, two silver, since you only get amenities from one of them, you trade the other one away for citrus or some other luxury you don't have. Now, it seems that by trading a luxury you lose control of it, so you have to hoard them carefully. Is that right?
 
It only matters who controls the IMPROVED luxury (including city state territory). No disadvantage to trading your extra resources, you still get the gold/tourism bonus. (monopoly % does not change)
 
Well, some people win before even building national parks or getting any great works.

You can do the math to figure out your tourism % bonus (but your base tourism also matters a lot):
"A monopolized resource will boost Tourism by 5% times the number of improved nodes times the number of civilizations who do not control an instance of that resource."

https://civilization.fandom.com/wiki/Monopolies_and_Corporations_(Civ6)

If you own 10 dyes and there are 10 other players in the game (who don't own any) -> 500% bonus tourism (broken!)
 
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Sorry, don't have the time to read through the whole thread atm, but has anyone noted how since this last update trading in general is broken?
You ask the AI for X and Y, and rather than negotiate you down like they were doing 80% of the time, they simply say they won't make the trade. And without the little red "x" indicating that there is an item that they won't trade under any circumstances.
This was a problem for me way before this update, but it has happened a bit more often than normal on my latest game.
 
Sorry, don't have the time to read through the whole thread atm, but has anyone noted how since this last update trading in general is broken?
You ask the AI for X and Y, and rather than negotiate you down like they were doing 80% of the time, they simply say they won't make the trade. And without the little red "x" indicating that there is an item that they won't trade under any circumstances.

You are not alone - the bug thread for it is here:

[NFP] - [1.0.9.9] Regression since patch: Make this deal more equitable broken, no counter-proposal from AI | CivFanatics Forums
 
The mode broken along with unbalance.

Just played with the mode off along with all the additional modes introduce in NFP. AI was playing similar to pre-patch. This should hopefully be patch on the next update.
 
Well, some people win before even building national parks or getting any great works.

You can do the math to figure out your tourism % bonus (but your base tourism also matters a lot):
"A monopolized resource will boost Tourism by 5% times the number of improved nodes times the number of civilizations who do not control an instance of that resource."

https://civilization.fandom.com/wiki/Monopolies_and_Corporations_(Civ6)

If you own 10 dyes and there are 10 other players in the game (who don't own any) -> 500% bonus tourism (broken!)
This formula is way way off

I did a few tests and i'm yet to figure out how it actually works, but for statistics:
i have a save game with 14 monopolies. Other civs (10 civs) have 0 copies of those luxuries

29/30 14/15 10/11
12/12 11/11 12/12
4/4 4/4 3/3 3/3
3/3 2/2 2/2 2/2
5 of those are corporations and have 5 products built each
other 9 are industries
I also have 50% of silver (9/18), which is not counted as a monopoly, but it's a corporation with 5 products
I did not sell any of my luxury copies
My tourism boost is 2100%

9 monopolies gave me a 1190% boost
Based on civilopedia formula:

111 luxury copies * 5% * 10 civs = 5550%
and i'm not even counting silver
When i had dyes pillaged (i only had 2 copies) the boost was reduced by 100%.
When i had 24/30 pearls coropration monopoly, i still had 2100% boost.
 
Moderator Action: I deleted 8 posts flaming the developers and responding to the flame, please report problematic posts instead of replying to them.

Please also keep this thread on topic or we will have to close it.
 
Setting aside the monopoly tourism modifier what are people's thoughts on Products?

In every game I've played with them they have arrived too late to impact the game. I think they merit a rethink and they honestly appear a bit unfocused but they are an addition to the game that I'm glad the mode has endeavoured to include. The tourism and yields per turn they generate are inconsequential and the requirement to house them in a tier 3 building means that you can't export products to cities that might benefit from the % bonuses they bestow.
 
Setting aside the monopoly tourism modifier what are people's thoughts on Products?

In every game I've played with them they have arrived too late to impact the game. I think they merit a rethink and they honestly appear a bit unfocused but they are an addition to the game that I'm glad the mode has endeavoured to include. The tourism and yields per turn they generate are inconsequential and the requirement to house them in a tier 3 building means that you can't export products to cities that might benefit from the % bonuses they bestow.

I'm assuming that the Mo & Co Game Mode is Firaxis' way of testing the waters for an Economic Victory and more complete Economic Play in Civ VII. With that assumption (which may, of course, be completely Wrong on my part - wouldn't be the first time, GK) here are the major changes/additions I think they still need to explore:

1. Expand the Resources and Products, in that the Manufactured and City-State Resources like Cinnamon, Jeans, Toys, Perfumes, etc are not included yet. Manufactured goods are in fact the greatest source of both revenue and Trade in the Modern World, and getting "Quick Gold" from dominating trade resources from a City State should be a possibility from at least the Classical Era on, whether it's White Jade from Teotehuacan or Amber from a Baltic proto-city.

2. Expand the possible Monopoly/Corp resources to include Strategic as well as Amenity. The folks on the steppes made a very good thing out of trading good Horses to China and the Middle East, the latter starting in the Ancient Era, the former in the Classical, and later Oil, Niter (the Chilean deposits especially), Iron (Swedish ores from the late Middle Ages on), and Timber (ship timber from Norway) were all very lucrative Trade goods. I could make a good case for Bonus Resources as well, as salt cod (Fish) was the mainstay product of the Hanseatic League trade in the Medieval Era for an obvious example. That, however, will probably require a complete rethinking of the Resource system, so I'll leave it alone for now.

3. Possibly, with a rethinking of Barbarians/Tribal Huts, expand sources for Resources to include 'Barbarians' or other Non-City-Building groups on the game map. See above: the 'northern Barbarians' were a major source of good Warhorses for centuries to China and other 'civilized' neighbors, as was Amber to the Mediterranean Civs from barbarous northern Europeans. This could open up an entirely new aspect of game play in more varied interactions with these groups, which now are related to gobbling up Tribal Huts and defending against/attacking Barbarians only.

4. In the last Era(s) of the game, some of the most Gold-Producing 'Resources' traded are not physical, they are Intellectual Property or Entertainment/Production boosts. Among the most lucrative international 'Trading' Corporations/Monopolies in the Information Era are Apple, Microsoft (personal electronics and productivity electronics), Google (electronic services), Amazon (more efficient selling of other companies/nations products), and all the companies in Hollywood and Bollywood (personal entertainment) - none of which are directly related to trading any physical Resource from the map. This ties in with (1) above, in that manufactured Resources, including those 'manufactured' by creative rather than industrious labor, are the mainstay of modern commerce, not raw commodities.
 
Setting aside the monopoly tourism modifier what are people's thoughts on Products?

In every game I've played with them they have arrived too late to impact the game. I think they merit a rethink and they honestly appear a bit unfocused but they are an addition to the game that I'm glad the mode has endeavoured to include. The tourism and yields per turn they generate are inconsequential and the requirement to house them in a tier 3 building means that you can't export products to cities that might benefit from the % bonuses they bestow.

That's because the game is decided very early on. It's a basic flaw of the game.
Good players will snowball many times faster than the AI.

They addressed this problem previously by reducing eurekas (slower tech), making late game buildings cheaper and stronger (so they would be worth building), increased city amenity requirements...

I'm guessing a way to play with the current implementation of products would be to start the game in a later era (like industrial).
This way you might have enough time to build seaports and stock exchanges BEFORE the game is decided. (making them feel impactful)

They could either make products available earlier, or fix the problem of players teching/expanding/conquering too fast and the AI not keeping up.
 
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