Thanks for all the replies! Great insight here. I never considered how corps (and etc.) help to counteract the movement "penalty" that we all incurred when moving from Civ5 to Civ6. Admittedly, this is something that I find, not so much frustrating but tedious, and perhaps utilizing this mechanic that I've neglected may alleviate that to a degree.
The reason I want to understand the concept better is due to the context and timing of the question. I haven't picked up R&F yet. I watched the horror videos of loyalty and people conquering a city, immediately engaging all of the loyalty boost tricks to get it as high as possible, and still have it flip in 3 turns, then they just keep reclaiming the same cities over and over playing whack-a-mole. Watching this, it seems game-breaking to this point I refused to pick up the expansion solely for this reason (governors seems pretty cool though, and the whole era thing is meh, pros and cons.) Although from the way I understand the mechanic solely from observation, it seems you could sidestep the problem by bringing 2, 3, or 4 cities including the capital, down to 0 HP and only conquer them when you can do all 4 in the same turn - shouldn't that significantly reduce the loyalty pressure? Anyways, now I'm seeing the additions that GS is going to add, and I'm not gonna lie- my chins on the floor and I'm mopping up the drool. Presumably I'll have to pick up R&F to make GS work, which adds a further complication- do I pick up R&F now or will the price get cut in half when GS is released? Or will there be a double-expansion purchase option that will save me $? If so, how much, because if it's a dollar or two, I'd rather pick it up now and give myself time for a crash course in R&F so I can jump right in when GS comes out, but I'm not made of money so if the savings is considerable, I'll take it. Anyway, I know Shaka is only one part of R&F and his inclusion won't impact every game, but he does appear to be the best civ for circumventing my greatest dread in the change of game mechanics so a good first civ to try out a few times to learn how loyalty works, and since his specials revolve heavily on the corps (et al) feature, it's something that piques my curiosity now.Anyways since you are playing deity and you seem to have no issues, there's no reason you have to go to corps. If you are happy with the status quo, stick to it.
That's disappointing - I thought I read that corp and army were the same, so presuming base maintenance was 4, the corps upgrade would save 4 (4 instead of 8) and the army would save 8 (4 instead of 12) I guess it's half the savings in both cases, which doesn't seem to be enough (although there are situations where every GPT counts...)a corps unit has 50% higher maintenance cost than a single unit of the ame type (ie 4 gold per turn becomes 6 gold per turn) and armies have 100% higher maintenance than a single unit of the same type (so 4 becomes 8). which means that combining your units to corps and then to armies reduces your unit maintenance.
And this is where the cost:benefit ratio seems the most skewed to me. +10 strength is no joke, and you want to not lose highly promoted units (although this was a much bigger deal, at least to me, in civ5 than in civ 6, the extra attack and range promotions are nice, but not as important as having more units or stronger units.) But to pay twice the production cost of the unit to gain that bonus? Not saying it isn't worth it, but that's a hefty pricetag.Corps and Armies are first and foremost a way to augment a highly-promoted unit that may not otherwise have any strength or survivability advantage in a given situation. Once you unlock the civic, build some units for that purpose. Doing so is essentially investing the production or gold into a quantity-over-quality proposition.