You've said elsewhere you were considering more corporations so I've brainstormed a few myself. I don't use corporations much as my games seldom make it into the modern era, so the stats I suggest for them may me a little ridiculous.
Global Textileries
Consumes: Cotton, Silk, Fur, Sheep, maybe hemp and/or oil products
All Cities: +2 G per resource consumed
Sid's Soldiers
Consumes: Ammunition, Steel, Sulphur, Vulcanized Rubber
All Cities: +1.5 exp for each resource consumed
Allows production of Mercenary Unit(s)
Expedition Inc.
Consumes: Ancient Temple
All Cities: +2 C, +2 S for each resource consumed
Gideon's International (feel free to rename it: somebody suggested Faith Inc.)
Consumes: Ancient Temple, Hit Musical, Hit Single, Hit Movie
All Cities: +2
for each resource consumed, increases spread of state religion for each resource consumed
Hastens production of missionary units
Fast Food Inc
Consumes: Cow, Potato, Coffee, Wheat, Salt
All Cities: +.75 Food, +.5
+.5 Unhealthiness for each resource consumed
Civlosoft Inc.
Consumes: Copper, Gold, Oil Products, Silver
All Cities: +.5
, +2 S for each resource consumed
For future units I got couple mech graphics and about half dozen other unit graphics... What kind mech classes should there be?
...
Thanks, I know there's probably some civic combinations that needs adjustments - so civic balancing is of course considered in next version.
Depending on how many mech units you want:
Main Battle Mech (advantages against other mech units)
Siege Mech
Anti-Personnel Mech
Interceptor Mech (Can intercept planes)
Amphibious Assault Mech
Special Forces Mech (has advantages in jungles, desert, snow, and other extreme conditions)
Insertion Mech (can paradrop)
War-In-A-Can Class Mech (super powered Mech: National unit)
Also there was one thing I think we settled on in the civic forum and that's that mercantilism needs reworking. First, I think it should require Guilds, Optics, Currency, and Engineering.
My explanation was...
As far as Mercantilism, this sort of economic control can only exist after borders have become somewhat solidified and infrastructure which allows internal and international trade becomes more dependable. It also requires the presence of a gold and silver monetary system and the exportation of manufactured goods. Let's assume glass as the first manufactured good, the compass is necessary for long distance travel and explorers, machinery and guilds for manufacturing, and engineering (which allows +1 movement on roads) to represent a good infrastructure.
And Guilds requires Machinery .