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Sid's Sushi and Mining Inc: The Best Corps?

Virulent

King
Joined
Sep 9, 2006
Messages
662
Location
Canada
I seem to think so. They are both available relatively early compared to the others corps and the both provide great bonuses. The hammer bonus of Mining Inc. in particular is great and the culture/food bonus of Sid's Sushi is quite good as well.

The only downside is that if you have these two HQs in the same city you can't add anymore corporations due to competition. But normally you don't have to unless you really need Standard Ethanol/Aluminum Co. due to lack of resources.

One strategy that worked out quite well for me was founding both Mining Inc. and Sid's Sushi and placing Mining Inc. in my best production cities and spamming Sid's Sushi to rivals in order the offset the maintenance that Mining Inc was causing me. I'd rather give my rivals a food/culture boost (unless they share borders with me) than a production boost.
 
Sid's Sushi is certainly on the tops for my list. I can go either way with Mining (as a cultural player, I do like having CC and CJ instead sometimes). I won't argue that Mining Inc. is very powerful (probably why it competes with three other corps, while its closest counterpart, CC, does not).

I agree with Virulent about being careful with the production corps remaining within one civ while chucking off the food ones to foreigners. I also don't like spreading Standard Ethanol/Aluminum either (especially for SR games). One of my only worries with Sid Sushi is that I don't want to give my next door neighbors and certain powerful culturehounds the edge needed to pull off a culture victory or take over a border city... Cereal Mills would be a better choice for these guys.
 
Sid's Sushi and Mining Inc are my favorites for sure. I founded those two my first game and I've tried the others but I always go back to those two.
 
In my last game the gods of the RNG really hated the other continent, all of the metals ended up on my continent (that I uh...'shared' with Joao, Isabella, Justinian and Stalin) except for one bronze on a desert island in the middle of nowhere (that I eventually ended up getting anyways while testing out colonies) and 3 golds in various capitals on the other continent. I never traded any of my metal away and was getting nearly 50 hammers from mining inc per city. I had 6 cities capable of making a tank every turn, fun times.
 
I'm turning a profit with Sid's Sushi in my current game by gobbling up all the spare seafood resources in the world through trade. It gives me +12:food: per city, which is 6 free specialists, some of which I turn into Merchants for an easy profit. I also used the massive food bonus in my most productive cities to turn many of their Farm tiles into Workshops, dramatically increasing their :hammers: output, better than what Mining or CC would provide.

It's also useful in cities conquered near peaceful neighbors, to provide a large food and cultural bonus, preventing them from flipping or starving.

Sid's Sushi is the most powerful corporation in the game for my playstyle, and I'm planning on always saving a great merchant for it. Cereal Mills wasn't as good a choice in my current game due to the massive quantity of seafood resources on the map and relatively low quantity of land-based food.


[Edit:] I've now got Sid's Sushi up to +15:food: +57:culture: per city, 7 free Specialists and a little left over. If I had them all as Great Merchants that'd be (3*7=21)+100% or 42:gold:, plus the 15:gold: at HQ, and +3:science: per specialist from Representation. Maintenance fees are -30:gold: per branch.

In my military city I was able to change 5 farms supporting my mines into workshops, losing -15:food: from the farms, but gaining +15:food: from Sushi, and +15 base :hammers: from the workshops (multiplied by +250% bonuses to reach 53:hammers:).




Edit: Up to +17:food: now, I traded off my spare strategic resources to backward civs without the techs to use them (all colonies of other leaders):



Yes, that's 65 base :culture: too, before modifiers. Forget theaters, my conquered cities pop cultural borders twice the turn they come out of resistance, and get 17 free food to boot. Mansa Musa has another 5 Clams... I'm eying his territory for "financial capital acquisition"... plus he's the tech leader *rubs hands together in anticipation*
 
doesn't cereal mills give more food than sid's sushi? my fav is mining co, but cereal mills sounds good too. i just haven't gotten a chance to found it
 
@Thalassicus, what if your trade situation changes drastically through war?

You will be left with the maintennce cost, and have to change those workshops back to farms to prevent starving.
 
doesn't cereal mills give more food than sid's sushi? my fav is mining co, but cereal mills sounds good too. i just haven't gotten a chance to found it

The amount of food either corporation gives depends on the quantity of resources it uses available on the map. In most of my games on Big&Small there's been far more seafood than wheat, corn and rice.


@Thalassicus, what if your trade situation changes drastically through war?

You will be left with the maintennce cost, and have to change those workshops back to farms to prevent starving.

You've hit on one reason why European wars have ceased in the present day! A business owner from Britain wouldn't like the prospect of bombing their own factories or killing their own customers in Germany, and Germans wouldn't like losing their jobs. If trade relations broke down between China and the US over Taiwan, for example, both economies would dramatically suffer. It would likely lead to a worldwide recession or depression, considering how minor shocks like the near-unraveling of the Japanese carry trade affected the world. We're so closely tied that the Chinese government fixes the RMB to the Dollar on the forex. The PRC buys up extra dollars in the exchange, and then invests them in the most secure location in the world -- US government bonds, in turn financing part of the US federal budget deficit. Many consider the two countries part of one single economy, with manufacturing and service distinctions. A sudden break in this system would be catastrophic to the global economy, I'm not sure anything that quick on that scale has ever happened before. Something close might be the 1970's oil embargo, but that was more narrowly focused and one-sided in its disadvantages.

In gameplay terms, if one of the other leaders in my game canceled our trade agreements to declare war they would lose happiness and healthiness from my end of the trade, and their entire empire would drop several units of population. Not to mention all normal :traderoute: would cease between myself and the other nation, and they would have to suffer most of the war weariness, further wrecking their economy. It's the price of corporate trade - but like trading technologies, your rival may benefit once, while you benefit from every leader you trade with.

Here's the key information that I think addresses your question. Each leader only contributes about 2-3:food: to the total +17:food:, it would take a world war to have a dramatic impact, and I have too many vassals and allies for them to organize that. In the worst case scenario, with one of my more annoyed neighbors Hammurabi, if he and his 2 colonies declared war I would lose two population in a few cities, but I would still be above the break-even point in terms of cost, and turn out for the better after I conquer his territory, having access to the last few resources he's holding back.

Basically, all this trade isn't with 1 leader, it's spread across a dozen allies, vassals, neutral civs and a few rivals. :)

In this particular game I'm playing for a Space Race victory to try out the new spaceship construction, so I've only conquered 3 civs. The one additional civ I'm planning on declaring war with is Mansa Musa, as he's too far ahead with building parts, and I've been careful not to trade spare resources with him for the very hit you mentioned (see the above note about his 5 clams :D). Not to mention I never open borders with Mansa, he has an easy enough time as it is. I think my only current trade is a spare cow to him for some of his wine.
 
doesn't cereal mills give more food than sid's sushi? my fav is mining co, but cereal mills sounds good too. i just haven't gotten a chance to found it

It gives more food per resource, but not cultural bonus, so it's all about which resources and founding-enabling techs you have.

Btw, has anyone tried yet combination of Aluminum Inc., Creative Constructions, Civilized Jewelers and Sid's Sushi Co. all in same city. Would be cultural powerhouse (Aluminum Inc. to provide more resources for CC).
 
this have been discussed previously in another post...and this is quite powerfull and it will be a great tactic when the inflation problem will be corrected...
for the +17 food from Sid suchi, this is amazing when it can be applied to a new city...
 
I once had a city in the tundra to fetch some marble and silver and it had access to three coast tiles and it grew to about size 5. With Sid's sushi corp. it went up to 12 or 13, and I used the extra growth for specialists, I used Universal suffrage to build buildings that allowed me to have engineers and later I had 6 engineers making my city a war machine!
 
mining inc and sid's sushi are definately the strongest.. costs can be offset by putting the headquarters into your wallstreet city so its almost break even after the target city gets a courthouse. I've been escorting late game settlers with an executive of both, or have an executive of both in your war stack to establish in the newly captured city. as pop grows back its YOUR CIV so their influence dissapears quickly. also with that boost in production you can get nessessary unbuilt buildings into that city asap.

NaZ
 
Well Standard ethanol and aluminium co can be the best if you lack resources. If had 2 relatively peaceful space race games where i had no alumiunium and founded aluminium co.
 
According to the manual, Mining Inc. gives extra gold.
 
Aluminum Inc., Creative Constructions and Civilized Jewlers in tandem with Sid's Sushi can be massive culture generators, too (Aluminum because of its synergy with CC). I had a game where I was gearing up for the beginning of a spaceship push when I suddenly won a Cultural Victory. I had all four of these in four major cities and they were each pushing between 750-1000:culture: when the game ended.
 
Well Standard ethanol and aluminium co can be the best if you lack resources. If had 2 relatively peaceful space race games where i had no alumiunium and founded aluminium co.
I try to make sure I found those two just so I can practice resource denial for oil and aluminum against the AI.
 
Btw, has anyone tried yet combination of Aluminum Inc., Creative Constructions, Civilized Jewelers and Sid's Sushi Co. all in same city. Would be cultural powerhouse (Aluminum Inc. to provide more resources for CC).

Aluminum Inc., Creative Constructions and Civilized Jewlers in tandem with Sid's Sushi can be massive culture generators, too (Aluminum because of its synergy with CC). I had a game where I was gearing up for the beginning of a spaceship push when I suddenly won a Cultural Victory. I had all four of these in four major cities and they were each pushing between 750-1000:culture: when the game ended.

Thanks for answering, though I don't know did you meant to. How much those cities cost maintenance, and what civ/leader and economy civic were you using?
 
Thanks for answering, though I don't know did you meant to. How much those cities cost maintenance, and what civ/leader and economy civic were you using?

Here are late game snapshots of the capital while playing as Lincoln:





This was before Solver's patch, and was pretty late on (I was sandboxing around well after I had won) so inflation was at 213%. Here's a look at the bottom line of the corporation HQ for those four:

 
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